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View Poll Results: Should structure killers be modified for R32?
Yes 56 38.10%
No 72 48.98%
I don't care 19 12.93%
Voters: 147. You may not vote on this poll

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Unread 22 Jun 2009, 17:56   #101
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Re: Should SKs be changed for R32?

Erm, so now the vote shows peeps dont want it (even with the not caring peeps its still 50/50) cud we have em changed, many Xan have CR struts instead
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Unread 22 Jun 2009, 17:57   #102
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Re: Should SKs be changed for R32?

Another epic Fail that ruins the game, i swear u guys are tryin to kill this game.
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Unread 22 Jun 2009, 18:00   #103
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Re: Should SKs be changed for R32?

I was under the impression they'd be changed rather than left as-is.

Appocomaster didn't seem to keen on it.
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Unread 22 Jun 2009, 18:01   #104
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Re: Should SKs be changed for R32?

He does. If he wants to change things they'll change. My recommendation is that if after 10% of the playerbase voting it's pretty much split 50/50 one might as well try and mix things up a tiny bit.
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Unread 22 Jun 2009, 18:01   #105
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Re: Should SKs be changed for R32?

May I respectfully suggest that this thread now be moved over to PD?

I suspect that the tone of the discussion is about to descend below the standards that we expect in the Strategy forum.
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Unread 22 Jun 2009, 18:22   #106
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Re: Should SKs be changed for R32?

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Originally Posted by JonnyBGood View Post
He does. If he wants to change things they'll change. My recommendation is that if after 10% of the playerbase voting it's pretty much split 50/50 one might as well try and mix things up a tiny bit.
fun to play with the numbers, so 5% of the playerbase at best voted for your proposed SK changes and you think thats enough to change it to that?
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Unread 22 Jun 2009, 18:23   #107
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Re: Should SKs be changed for R32?

So if the community vote no it really means yes i see ur logic?

so if we all voted yes then you would change it to no.
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Unread 22 Jun 2009, 18:27   #108
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Re: Should SKs be changed for R32?

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Originally Posted by JonnyBGood View Post
He does. If he wants to change things they'll change. My recommendation is that if after 10% of the playerbase voting it's pretty much split 50/50 one might as well try and mix things up a tiny bit.
However 129 votes is not a bad average of the players of PA. One normally would want in around 250 people having their say to be a representative group of the people in a community. So I feel that this quite fairly is a close capture of what the PA community want.

Please JBG, stop trying to force a change that absolutely is not needed down the throats of people who absolutely don't want it. All you do is alienate the community.
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Unread 22 Jun 2009, 18:37   #109
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Re: Should SKs be changed for R32?

Ive already had a few ppl say they are not playing this round because of it, like kargool says dont force stuff on the comunity if they dont want it, you are not the majority of pa.
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Unread 22 Jun 2009, 19:14   #110
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Re: Should SKs be changed for R32?

i would just like to say when i 1st saw this rounds stats and the sks, i thought they was amazing and i actually said in #beta these are the best stats we had in a long time. thnx for the nice statement about the PA community JBG i feel like a much better person now.. :/ *cough...jerk...cough* maybe in the future u should think before u forum rage it just makes look you arrogant.
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Unread 22 Jun 2009, 19:17   #111
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Re: Should SKs be changed for R32?

I say bring on the round!!!

I'm going TE DE (against Xan SK's) with a smidge of BS (for attacking).
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Unread 22 Jun 2009, 20:16   #112
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Re: Should SKs be changed for R32?

I will remind posters on this forum once again, that the strategy forum is for discussion, not abusing one another. If you do not like something that is being done please post reasoned arguments, do not simply sling mud at one another, there are other forums for that type of talk.
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Unread 22 Jun 2009, 20:22   #113
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Re: Should SKs be changed for R32?

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Originally Posted by hairypalms View Post
it just makes look you arrogant.
JBG? Arrogant? No way!

I'm sure he does it on purpose.

Even though I don't agree with the "new" SK's, good job on the stats JBG. Again.
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Unread 22 Jun 2009, 20:22   #114
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Re: Should SKs be changed for R32?

Fair enough Monroe.


Here goes my attempt at emulating the above arguments. COMMUNITY ROAR GIVE ME WHAT I WANT I REPRESENT THE COMMUNITY THOSE OTHER PEOPLE WILL DESTROY THE GAME HOLD ON WHILE I LATER ACCUSE SOMEONE ELSE OF THROWING A HISSY FIT OVER NOT GETTING THEIR WAY AFTER I'VE ALREADY SAID I'D QUIT BECAUSE OF THE CHANGE BEING DISCUSSED GOING THROUGH.


Seriously though, did nobody else find this amusing?


Edit: Just in case people don't know appoco asked me/overturned my choice and sks next round will be as in the beta currently (he said he'd upload them to the main game later today).
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Unread 22 Jun 2009, 20:26   #115
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Re: Should SKs be changed for R32?

i did, but then i have wierd sense of humor :/ also i would like to say good stats this round JBG
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Unread 22 Jun 2009, 21:16   #116
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Re: Should SKs be changed for R32?

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Originally Posted by JonnyBGood View Post
Fair enough Monroe.


Here goes my attempt at emulating the above arguments. COMMUNITY ROAR GIVE ME WHAT I WANT I REPRESENT THE COMMUNITY THOSE OTHER PEOPLE WILL DESTROY THE GAME HOLD ON WHILE I LATER ACCUSE SOMEONE ELSE OF THROWING A HISSY FIT OVER NOT GETTING THEIR WAY AFTER I'VE ALREADY SAID I'D QUIT BECAUSE OF THE CHANGE BEING DISCUSSED GOING THROUGH.


Seriously though, did nobody else find this amusing?


Edit: Just in case people don't know appoco asked me/overturned my choice and sks next round will be as in the beta currently (he said he'd upload them to the main game later today).

I haven´t been playing with beta stats been on holiday - will there be fi SK in round 32?

What I have seen of the stats so far they look pretty good - well done JBG

BTW can someone pass be a link to the stats plz?
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Unread 22 Jun 2009, 21:30   #117
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Re: Should SKs be changed for R32?

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BTW can someone pass be a link to the stats plz?
http://beta.planetarion.com/manual.php?page=stats

Change to http ://game. etc tomorrow, when Apocco should have updated stats.
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Unread 22 Jun 2009, 21:32   #118
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Re: Should SKs be changed for R32?

Quote:
Originally Posted by JonnyBGood View Post
Edit: Just in case people don't know appoco asked me/overturned my choice and sks next round will be as in the beta currently (he said he'd upload them to the main game later today).
Thank goodness for that. I do hope that you had time to re-balance the armour & damage ratios accordingly.

BTW - In all the fuss about SKs I almost forgot to congratulate you on simplifying the stats. I'm actually looking forward to the round now.

(Apart from the gaping hole in Xan's anti-Cr that is).
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Unread 22 Jun 2009, 22:06   #119
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Re: Should SKs be changed for R32?

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(Apart from the gaping hole in Xan's anti-Cr that is).

xan has anti cr it's just utterly crap
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Unread 22 Jun 2009, 22:30   #120
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Re: Should SKs be changed for R32?

i voted "No" in the poll. I like SKs...they add a new strategy to the game.

I really dont get it...

a)Why would i attack a new player(or random targets) with my SKs? Roids is the only thing i want from him(them). The only ones i would attack with SKs are enemy targets, and every damage i do to them..is a benefit for me and my alliance. So new players quitting just because ppl land their SKs on them is wrong.

b)What is so bad with using SKs? Maybe we should also ban pods...so new players dont lose their roids....what about kill ships??we should ban them too...so that new players dont lose their fleet(which is even harder to replace compared to roids).

SKs add a new strategy to the game. Counter strategies will be found.
And i think it doesnt make sense having an opinion about somethig that u havent even tried. Maybe its a nice change..maybe its not. That's what about the game is...finding new ideas and keeping the gd ones..
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Unread 22 Jun 2009, 23:33   #121
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Re: Should SKs be changed for R32?

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No, Asc have the final decision.
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Unread 23 Jun 2009, 00:59   #122
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Re: Should SKs be changed for R32?

Quote:
Originally Posted by WreCkeRer View Post
i voted "No" in the poll. I like SKs...they add a new strategy to the game.

I really dont get it...

a)Why would i attack a new player(or random targets) with my SKs? Roids is the only thing i want from him(them). The only ones i would attack with SKs are enemy targets, and every damage i do to them..is a benefit for me and my alliance. So new players quitting just because ppl land their SKs on them is wrong.

b)What is so bad with using SKs? Maybe we should also ban pods...so new players dont lose their roids....what about kill ships??we should ban them too...so that new players dont lose their fleet(which is even harder to replace compared to roids).

SKs add a new strategy to the game. Counter strategies will be found.
And i think it doesnt make sense having an opinion about somethig that u havent even tried. Maybe its a nice change..maybe its not. That's what about the game is...finding new ideas and keeping the gd ones..
Cool, you just made up the wrong vote earlier, since you by voting no said no to the structurekillers from beta
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Unread 23 Jun 2009, 01:12   #123
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Re: Should SKs be changed for R32?

A Terran with 50 constructions losing 3 waves with SK will be down to 37 constructions (-13). With his best population setting he'll rebuild the 13 constructions in 65 ticks... ofc if he's attacked again during that period he just can't catch up. A Cath would need more than 100 ticks in the same scenario.
Note that even if the Ter loses only 1 wave (5 cons) he can't rebuild them in 1 day...

Are the races and gov bonus final or can we expect some tweaks taking into account the new SKs ?
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Unread 23 Jun 2009, 02:14   #124
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Re: Should SKs be changed for R32?

Refresh the manual as the sk's have changed.

The race and government bonuses are unchanged from last round.
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Unread 23 Jun 2009, 05:59   #125
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Re: Should SKs be changed for R32?

http://spreadsheets.google.com/ccc?k...5_ibnF8trErBCw

Different way to show costs per armor, resistance and damage.

1) EMPShields are the proposed EMPArmor (works same way normal armor does).

2) EMPShield = (100 / (100-EMPRes) ), the value attained is actually the average guns needed to freeze the unit basing on the EMPRes.

3) E/C (EMPShield per Cost).

4) TotalGuns column = (UnitGuns * UnitDamage), thus UnitDamage after this is ignored.

5) All guns are given 1 damage.

6) G/C (Guns per Cost) - Notice all damage ships (and steal), and nearly the same, but now you can include EMP into the flock. However, because EMPShield is a lot lower than Armor and less guns are needed to freeze targets, E/C does look lower.
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Unread 23 Jun 2009, 06:59   #126
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Re: Should SKs be changed for R32?

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Originally Posted by Kargool View Post
Cool, you just made up the wrong vote earlier, since you by voting no said no to the structurekillers from beta

pffff..i think you are right......i blame monroe (at least one vote doesnt make a difference) :\
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Unread 23 Jun 2009, 16:39   #127
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Re: Should SKs be changed for R32?

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Originally Posted by Cervantes View Post
Ive already had a few ppl say they are not playing this round because of it, like kargool says dont force stuff on the comunity if they dont want it, you are not the majority of pa.
What kind of person quits a war game because they're scared of being SKed?!

I haven't exactly looked at the stats apart from a couple of looks at the SKs, but what are people going to do with haunts and basilisks?

It's a war game, SKing others gives you an advantage over them. It's good. Unless you're SKing newbies/tiny planets, and there's probably a far better solution for small planets being SKed (http://pirate.planetarion.com/showth...86#post3178286)
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Last edited by Monroe; 23 Jun 2009 at 18:59. Reason: Abusive Language
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Unread 23 Jun 2009, 17:55   #128
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Re: Should SKs be changed for R32?

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Originally Posted by WreCkeRer View Post
pffff..i think you are right......i blame monroe (at least one vote doesnt make a difference) :\
Make that two, though. ;p

Wonder why there's no option to change/remove your vote.
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Unread 23 Jun 2009, 18:43   #129
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Re: Should SKs be changed for R32?

This is really a non-issue. SKs were even more crap than before. If you build them early in the round, you just weaken yourself. As a DC I will cover your attack first if you build them (unless I know you didn't send them). I never build them.
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Unread 24 Jun 2009, 00:29   #130
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Re: Should SKs be changed for R32?

Kila i didnt say quit so please read properly before commenting, i said not play this round, there is a big difference.
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Unread 24 Jun 2009, 15:30   #131
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Re: Should SKs be changed for R32?

Meh, all changes seems to be going in the direction of punishing people even harder for getting roided. As a gal dc I hate that because it forces you to prioritize planets even earlier and makes it harder for those getting roided to come back. Which again will lead to more def whoring, which will lead to a huge gap between the top planets (those who are willing to def whore won't lose structures which is easily a 5% income loss on top of the roids).

I'm very much against punishing big planets for taking one for the team.
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Unread 24 Jun 2009, 15:34   #132
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Re: Should SKs be changed for R32?

Aww, those poor top players, they have such a hard time coping. They really deserve a break, being the selfless heros of the community that they are.
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