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6 Sep 2007, 06:52
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#1
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Registered User
Join Date: Dec 2005
Posts: 936
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Fleet etas
They are quite ridiculously slow, it supports some life ofc, but ones putting little time and effort for the game probably wont enjoy the waiting and launching only once per day...
wouldnt hurt to cut little eta away...
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6 Sep 2007, 11:51
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#2
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Fleet etas
Once everyone completes their ETA research you won't be saying that, it's only tick 135!
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6 Sep 2007, 12:21
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#3
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Fleet etas
Nuff said, methinks.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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6 Sep 2007, 12:35
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#4
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Fleet etas
Indeed, essentially full ETA research reduces the ETAs of most fleets by a third, to ~8-10 ticks. Further, remember that there is only one hour of warning for most fleets to get defence from the universe, and three hours from your galaxy, and once that's all over, there is still time for you to wake up and run your fleet, or get some emergency production done, or whatever.
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--- --- ---
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6 Sep 2007, 13:07
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#5
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: Fleet etas
It seems slow for now as each ETA research effectively cuts travel time by 2 ticks, 1 tick each way.
It's quite difficult when your fleet takes over 24 hours for a successful attack at the start because they're so slow. If you really want speed in your fleet then concentrate on space travel research, but it'll prevent you from doing something else.
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6 Sep 2007, 15:33
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#6
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Fleet etas
Yeah I understand there is eta research... and with paid account it completes even faster :P
but is there a good reason why start of the round should be really slow for fleet movement?
If you ask me we could go down from 8-9h to 4-5h. 12h is just more than u sleep and spend time at work and so it just aint fitting even to your personal life
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6 Sep 2007, 16:17
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#7
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Fleet etas
Personally I like the 8-10 hour range for attacks, the slower pace makes the game much more approachable for the casual gamer, if rather tiresome for the hardcore gamer.
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#strategy
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7 Sep 2007, 16:42
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#8
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DarK_AnGeL^
Join Date: Aug 2000
Location: Cheshire, ph33r me
Posts: 73
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Re: Fleet etas
So your solution to your tedium is to halve travel times? Theres nothing wrong with it currently, leave it alone.
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DarK_AnGeL^
Proud to have been in :
The Empire, Suicide Kings[TLoG], Wolfpack,
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Played in rounds :
1,2,3,4,5,6,7,8,9,9.5,
20, 22, 23, 24, 27, 30, 31
71 - 85.
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7 Sep 2007, 19:27
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#9
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Registered User
Join Date: Dec 2006
Posts: 39
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Re: Fleet etas
Quote:
Originally Posted by Monroe
Personally I like the 8-10 hour range for attacks, the slower pace makes the game much more approachable for the casual gamer, if rather tiresome for the hardcore gamer.
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Yeah.. There are games enough who offer attacks which land in less then an hour.. with unlimited number of fleets.. Believe me, you wont want to play that kind of game.. because strategy tends to get less important and activity means everything.
I play PA because I know, that if I leave my keyboard for the night I still find my fleet.. while you could have been totally wiped out in some other games.
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7 Sep 2007, 21:17
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#10
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Fleet etas
Quote:
Originally Posted by Osidiradadumpf
because strategy tends to get less important and activity means everything.
I play PA because I know, that if I leave my keyboard for the night I still find my fleet.. while you could have been totally wiped out in some other games.
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a very good point, but there aint much strategy to play with if there is no one online to make them happen in practise. People are more online to make the community active and interesting if there is reason for it.
if etas are 6 to 8 h, thats still pretty usual sleep for me atleast. Going below it just adds the need of other players and companions too... this aint ne solo game.
Also amount of players in your side counts more when u cant balance things with other issues, such as tactics and suprise and activity.
Also may I remind u only attacks I noticed in here has happened between the 12-6am, so reducing etas might get u a chance to launch on other times also, expesially when your fleet is more often at home in use. Maybe our tactics could be´more brilliant also when we didnt need to think of them at 4 am
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8 Sep 2007, 01:56
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#11
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LDK
Join Date: Feb 2002
Location: Norway
Posts: 2,220
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Re: Fleet etas
I wouldnt mind lower etas
It would decrease an already smal memberbase though, so it wont happen.
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[Omen]
Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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8 Sep 2007, 14:19
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#12
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:alpha:
Join Date: May 2002
Location: London, UK
Posts: 7,871
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Re: Fleet etas
4 hours of the ETA are essentially pointless. That's the main problem.
ETAs 7+ can be defended against in alliance.
ETAs 5-6 can be defended against in gal.
ETAs 1-4 can't have anything done about them (except build ships to stop it).
So chopping 3 hours off all ETAs wouldn't muck anything up, as long as you also reduced production times by 3 hours also.
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8 Sep 2007, 14:36
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#13
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Fleet etas
Except the whole sleep/work/school/general reaction time factor, i suppose if you changed production to match, that would be true.
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8 Sep 2007, 14:39
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#14
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Fleet etas
That doesnt make it a good change, though.
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#Strategy ; #Support - Sovereign
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"The Cake is a Lie."
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8 Sep 2007, 14:42
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#15
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Fleet etas
Also, would it really change the number of launches that a planet does in a day? 7 hours to attack, 6 hours to return, 7 hours to attack again, that's 20 hours. So you'd (at most) get an extra half-attack a day. Sure, that'd stack up to alot more attacks over the course of the round (~50% more), but if prevailing political or traditional considerations such as launching when there is minimum defence are still important considerations, then there may not actually be all that much more launching; just more time with idle fleets at home.
Success?
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#Strategy ; #Support - Sovereign
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8 Sep 2007, 15:22
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#16
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: Fleet etas
Quote:
Originally Posted by Tomkat
4 hours of the ETA are essentially pointless. That's the main problem.
ETAs 7+ can be defended against in alliance.
ETAs 5-6 can be defended against in gal.
ETAs 1-4 can't have anything done about them (except build ships to stop it).
So chopping 3 hours off all ETAs wouldn't muck anything up, as long as you also reduced production times by 3 hours also.
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The majority of (sane) people sleep about 7-8 hours a day. If you were a more casual player then you probably wouldn't give a shit about waking up in the middle of the night because your planet is under attack.
If an ETA 7 fleet is attacking you, usually you should be able to move your fleet just in time instead of being destroyed when you wake up. If all fleets were ETA 4 then the chances are you'd get totally destroyed overnight from attacking fleets.
That really isn't my idea of fun.
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8 Sep 2007, 15:44
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#17
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Fleet etas
Is there any merit in chopping some ticks off of the return journey?
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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9 Sep 2007, 03:02
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#18
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Fleet etas
why don't we just make all attack fleets eta 2 and all def fleets eta 1?
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9 Sep 2007, 08:20
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#19
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Registered User
Join Date: Feb 2007
Location: Hungary
Posts: 96
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Re: Fleet etas
Quote:
Originally Posted by Zaejii
why don't we just make all attack fleets eta 2 and all def fleets eta 1?
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hehe, you must be joking, mate - DCs would appreciate it, tho...
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9 Sep 2007, 14:40
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#20
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Fleet etas
Quote:
Originally Posted by Zaejii
why don't we just make all attack fleets eta 2 and all def fleets eta 1?
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How would this ever be a good thing?
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10 Sep 2007, 08:36
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#21
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Fleet etas
Quote:
Originally Posted by Mzyxptlk
Is there any merit in chopping some ticks off of the return journey?
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that sounds good to me... that way u can move your fleet more often and still keep the inc run and defable
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