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Unread 13 May 2009, 13:18   #1
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in-game levels of difficulty/expertise

Apologies if a thread like this has been made before - I did have a quick look down the forums for one Scout's honour!

So, as some of you may know I've quit pa - but still signed up a planet, hoping to have a little inactive fun - as I would have played when I first started pa in r3. A few things have happened:

1. I launched a big attack, forgot about it (got smsed while I was down town eta1 ) - I died.
2. been a few nights now where I've got ~4 waves of incs and generally ive lost fleet on the first few waves, managing to send my fleet away for the others.

The result: my planet is now dead. Realistically, most ppl signing up to pa (new non-internet-addicted) would initially play with a similar level of activity - especially if it was integrated with facebook!!! - and like me now, will stop logging in.

Granted, while my #1 up there will have happened in old pa so isn't really a problem associated with pax and the small playerbase, #2 certainly is. I guess everyone reading this knows that small noob galaxies / noob planets are heavily targetted if they have above 200 roids. In my opinion this is the main problem nowadays. In r3/etc, there weere so many planets in the game that the universe was effectively split into two. The elite ppl played amongst themselves, and the noobs played amongst themselves (to quite a high standard imo). Nowadays, due to the playerbase, this isn't an option and you have constant noob-bashing.

So my idea... on signup, allow a "noob signup" giving you a planet with some advantages. Off the top of my head:

- you can queue research/constructions (but suffer a 20% time delay?)
- an option whereby you can choose to automatically recall your attacks if you don't log on when they're sub eta5
- similarly, an option to automatically run your fleet if you get incs and don't log on to notice [yeh, same as prelaunch! except more like a prelaunch with a +infinity option that is always turned on, doesn't need resetting each time. Much easier for new users to use since it has only one direct purpose. Even I've totally forgotten about prelaunching my fleet away].
- fellow 'noobs' attacking you will cap 25% of your roids, but a normal planet will only cap 10%?

Of course there should be some disadvantages in choosing this or everyone would. I'd suggest:

- lower income from roids (atm its 350 from each roid? make it 250? or something)
- you're limitted to 750 roids?

And of course you can upgrade to a normal planet anytime you want (non-reversible). I personally think this would solve a lot of problems that new/inactive players have, and would enable them to have an enjoyable round without copying JBG's lifestyle or suddenly becoming a pa expert overnight.

I also don't think it would be a problem for the average '1337' pa-player. The information that you can only cap 10% should be easily visible somehow.

Considering the vast difference in skills in pa nowadays (you're either an 'expert' thats played since the dawn of time, or a complete noob outcasted by the 1337 community), surely its about time a system like this was brought into the game?

The normal planet shouldnt have any changes made at all (in terms of making pa easier to play).

So ideas? I can't think of a single disadvantage in this idea. I'd also suggest it should be incorporated into alliances somehow too (so alliance limits, say, 70 - but can have up to 20 'noobs' extra). This might get new players more involved in the better parts of the community! Then again, it would just get abused more often than not (eg, inactive asc superstars using it since its still highly playable).

edit: probably 3 levels of difficulty would be better to avoid abuse like this. Expert (need to play this to have any realistic shot at the top50), intermediate (won't be as protected as noobs, but enough so that elite players wanting to be inactive will choose it), and beginner.

edit: flaw #1 with this idea has already been found! Or is it really a flaw cheating is good man!
(13:51:18) Pommeh: would be awesome for my scan planet!
(13:51:24) Pommeh: just queue all my res con up
(13:51:27) Pommeh: never have to login!
(13:51:34) Pommeh: ace++ way to hide IP <3

Last edited by newt; 13 May 2009 at 13:53.
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Unread 13 May 2009, 13:55   #2
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Re: in-game levels of difficulty/expertise

Providing that its balanced out, I have to say this is an excellent idea. One of the problems with PA is certainly the amount of activity that's required. I just fear that there might be a whole bunch of indestructible (unless calced wrong) support planets out there.

Maybe their fleets should have to stay at home for 2 ticks or so after landing at home, to make fleetcatches possible. And the auto recall should probably be at eta 2 or something.
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Unread 13 May 2009, 14:00   #3
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Re: in-game levels of difficulty/expertise

Pommeh says:
i suggest increasing their attack times by 1-2 ticks to stop escorting nub planets
Pommeh says:
maybe defence by one on elite planets aswell
Pommeh says:
because let's be honest, us lot going elite aren't going to be deffed by the nubs anyway
Pommeh says:
unless it's in gal
Pommeh says:
i say me going elite, lol i'm one of the nabs that need this!!


I can't be bothered constructing it as a post , you're all just going to have to live with newt/pom msn conversation pastes
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Unread 13 May 2009, 14:09   #4
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Re: in-game levels of difficulty/expertise

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Originally Posted by Machado View Post
Providing that its balanced out, I have to say this is an excellent idea. One of the problems with PA is certainly the amount of activity that's required. I just fear that there might be a whole bunch of indestructible (unless calced wrong) support planets out there.

Maybe their fleets should have to stay at home for 2 ticks or so after landing at home, to make fleetcatches possible. And the auto recall should probably be at eta 2 or something.
Yeh, I admit my ideas above aren't really balanced - I hope I haven't given it as much thought as pa would if they incorporated it into the game! One way to avoid abusing the system to obtain a top planet using it, would be to have the 10% cap rate dependent on rank. For example, if you're top100, its 25%, top200 20%. Or maybe you get given an ultimatum - either upgrade to the next level (assuming expert/inter/beginner), or stop receiving income from roids for a while ;/

And pommeh's ideas are good to stop them being used as support planets
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Unread 13 May 2009, 14:34   #5
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Re: in-game levels of difficulty/expertise

sounds interesting any ideas for bringing the playerbase up are welcome imo.

You might want to add a trigger like : Once you score hit's the top "40%?" you automaticly get "upgraded" to a normal account. Say after tick 250 or so.
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Unread 13 May 2009, 14:58   #6
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Re: in-game levels of difficulty/expertise

Some good ideas there. Like RuBBeR suggested i'd also extend it to be limited on how many rounds you can play using this "noob account" option. 1-2 would probably be enough.
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Unread 13 May 2009, 15:18   #7
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Re: in-game levels of difficulty/expertise

Im all for making this game more playable for begginers etc.. but imo these suggestions are just a bit too "noob friendly". The skill in this game is what keeps me addicted. Everyone makes mistakes, everyone crashes something at some time.. for me that is a part of the game. My round sucked so far so i deleted thinking i would take some time off and come back next round. But i decided to rejoin and play a different race. The late signup bonus are really great and if you upgrade you are pretty sorted before protection ends..the fun is still in the game for me and i cant wait to get attacking again.

I think just adding all these safety/protection features just makes the game pretty boring. For me.. PA is a you get what you put in but you need to just accept that its not always going to go your way. I dont see the problem being solved by restricting/adding features on to account, the simply problem is giving people a place to learn. Perhaps have a practice game running on one server and the full game running on another.

I enjoy how accounts atm are playable, i dont want to be attacking people who have accounts that seem a bit noob within the same universe.
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Unread 13 May 2009, 15:32   #8
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by munkee
Im all for making this game more playable for begginers etc.. but imo these suggestions are just a bit too "noob friendly". The skill in this game is what keeps me addicted. Everyone makes mistakes, everyone crashes something at some time.. for me that is a part of the game.
Yeah, in hindsight, I would not include anything for automatically recalling attack fleets, for reasons you've given. However, I disagree with the rest of your post.

The new players would still be playing normal planetarion - with the rest of the universe, but they would be permitted to play inactively (inactive by our standards, probably very actively compared to 'similar' games out there on the internet). And of course, nothing says a new player has to start with a noob account - he can go straight for the expert ones.

The new player can also 'upgrade' his account to a normal one at t300 or so if he wanted to. Basically it gives the new player a chance to get addicted to the game, without being bashed at t72 and onwards simply because ppl leak to alliance mates: "ZOMG X:Y:Z IS A NOOB, HE WONT GET DEFENCE, ATTACK HIM! KILL HIM!" or hes evidently a noob player and thus elviz & co foam at the mouth at the opportunity of 3-waving him, hopefully stealing all his fleet if you're zik.

I honestly don't see how a 'noob account' as I've proposed would stop the new player from getting addicted to the game. If anything it would help him, a lot.

edit: I also like the idea of a learning/skill-curve being explicit in planetarion. Like when you buy a new computer game, you start on easy/normal (unless you're not new to the genre) - then progress to expert - be a bit dull if there was only one difficulty level, generally too hard for the new player to do well in.
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Unread 13 May 2009, 15:38   #9
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Re: in-game levels of difficulty/expertise

Why do you want to restrict this to "noob planets"? Most of your suggestions can easily be implemented without dividing the universe in half. Give it to everyone! Queuing research and construction, not letting your fleet die at base, auto-recall are all features that I would personally find quite handy, although the latter two should be toggleable, as not everyone needs to check their land (think teamups). This also avoids the entire balancing issue, which is always a tough nut to crack.
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Unread 13 May 2009, 15:42   #10
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Re: in-game levels of difficulty/expertise

If you remeoved the hardcore "i have to play pa 16hrs a day or my life is over" option to pa it would be sad for a lot of ppl Personally, I'd even say remove prelaunch from the expert mode and only have it in the others.

If people want to get hideously addicted to pa, they should be allowed to. Giving everyone noob accounts would kill the playberase faster than the internet dying would.

edit: I do agree that everyone should have the choice of being able to play inactive - but with some drawbacks that would stop them say getting top50/100 - but also nowhere near as protected as the noobs. Would be what i called my intermediate level.
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Unread 13 May 2009, 15:47   #11
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by Newt View Post
If you remeoved the hardcore "i have to play pa 16hrs a day or my life is over" option to pa it would be sad for a lot of ppl Personally, I'd even say remove prelaunch from the expert mode and only have it in the others.

If people want to get hideously addicted to pa, they should be allowed to. Giving everyone noob accounts would kill the playberase faster than the internet dying would.

edit: I do agree that everyone should have the choice of being able to play inactive - but with some drawbacks that would stop them say getting top50/100 - but also nowhere near as protected as the noobs. Would be what i called my intermediate level.
I think every level should have a chance at #1 or else what would be the point in those starters, intermediates playing?? If they cannot win.
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Unread 13 May 2009, 16:10   #12
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by cba
I think every level should have a chance at #1 or else what would be the point in those starters, intermediates playing?? If they cannot win.
True! or true for the intermediate/expert levels anyway - noobs choosing beginner accounts shouldnt be able to be top100 (if theyre that good, they can upgrade to intermediate anytime they want).

So how should intermediate and expert be differentiated? Must be some advantage in being hardcore. How I would do it (with 5mins of thought behind it)

beginner:
- basically a tutorial into the game - most will be expected to upgrade to intermediate during the round sometime (though dont have to). Bit like eve-online, when you start you're heavily protected from the universe, till you know how to play... Key things to the level:
  • ability to evacuate your fleet without manually running it, if you haven't logged in after your incs appear
  • attack and defence etas (involving non-beginner planets) should be increased to stop ppl signing up as beginners to abuse the system. This can be removed once its all balanced out properly.
  • possibly something to auto recall attacks you've sent if you haven't logged in while your attack was sub eta5
  • Less income from roids and a roidcap limit at 750
  • beginners attacking each other cap 25%, otherwise its 10%. beginners can attack anyone they like for 25% cap.
  • Something to strongly advise successful beginner planets upgrade to intermediate if they're doing well.

Intermediate: - allows you to play for the round win (though some drawbacks of course) whilst being generally inactive, but not as protected as beginners.
  • need to think this through

Expert: - allows you to play hardcore, and get benefits for doing so. Doesnt guarantee a better rank than intermediate though.
  • need to think this through

Basically, I just think this is a natural progression... ppl start as beginners, quickly (or slowly) progress to intermediate, where they're fully integrated into the game. Then if addiction sets in, you can go for expert... I would say expert needs to stay, I'm sure all of us have played (and loved) pa hardcore... can't remove that
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Unread 13 May 2009, 16:18   #13
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Re: in-game levels of difficulty/expertise

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Originally Posted by Newt View Post
[*]ability to evacuate your fleet without manually running it, if you haven't logged in after your incs appear
i think this is a fantastic idea. The idea of running your fleet..or prelaunch just isn't well explained and is hard for new players to understand. A tick box under each fleet which can exclude them from any battles at the home planet would be really good.
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Unread 13 May 2009, 16:25   #14
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Re: in-game levels of difficulty/expertise

well, here goes....

intermediate:
- same as beginner, except no 10% cap limit, no roidcap, and no reduction in mining.
- definitely no auto-recall for attacks.

Expert:
- no prelaunch!
- no auto-running of fleets
- something awesome that makes going expert attractive, but doesnt give a big advantage. Might not be something added to expert accounts, but something removed from the other 2 types. Some possibilities are...
  • A cool new government only for experts which is better than the rest.
  • ability to overburn defence fleets? like r8 costs resources but you can send to your alliance with -1. Or alternatively, alliance members can overburn defence only to expert planets? something like that :s
  • standard stuff like maybe enhanced salvage, or bigger mining %, etc.
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Unread 13 May 2009, 16:42   #15
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by [DW]Entropy View Post
i think this is a fantastic idea. The idea of running your fleet..or prelaunch just isn't well explained and is hard for new players to understand. A tick box under each fleet which can exclude them from any battles at the home planet would be really good.
I personally think, even at a tutorial level, if you log in and see incommings, you should be forced to react accordingly. Not just log out and know you won't die.

I've had a change of heart really. I think the way my idea has progressed in this thread is stupid Adding in different levels of difficulty into the game is just complete and utter fantasy. So I'll go with munkee, a bit.

On signing up you should be able to choose to be a beginner - fairly high protection from the rest of the universe, but you're still "playing with them" and thus can get addicted. You'll have no chance of getting top200 (unless you xp whore+++, or sit on 750 roids nonstop) - until you upgrade to a normal planet. Something to get beginner accounts involved in alliances would be good too. Maybe copy eve-online a bit. You start in a beginners-only alliance, ran by volunteering oldies that will, eg, set up attacks on a galaxy of only bot planets? (activity by those oldies will be bare minimum to set up a nightly attack like that ). Will also get new players meeting each other (they can ofc join real alliances instead if they can/want to). Be nice if real-alliance reps sat in these chans too - if only to offer the odd bit of advice, but maybe to look for potential recruits.

I like that idea.
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Unread 13 May 2009, 17:49   #16
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Re: in-game levels of difficulty/expertise

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Originally Posted by [DW]Entropy View Post
i think this is a fantastic idea. The idea of running your fleet..or prelaunch just isn't well explained and is hard for new players to understand. A tick box under each fleet which can exclude them from any battles at the home planet would be really good.
SWEET now when i wanna take 50 roids from those inactives that haven't gone to c200 yet i can rest easy knowing their fleet will be launched out when my pods land
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Unread 13 May 2009, 17:54   #17
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Re: in-game levels of difficulty/expertise

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Last stuff u posted
Ill throw a bone here with a good example of how this could work.

In ogame.. the game never stops ticking (there arent really ticks its all real time but easier for this example). So as you can imagine for the noobs starting out in a universe such as this when its been runing for a year.. they stand no chance of reaching the top (its very slim tbh). So, they create a new universe (the admins) and open up signups again so everyone is on the same playing field the old universe is still running.

Now taking that idea in to account and my previous one of seperate universes. Why not have seperate games running. Noob / Intermediate / Expert (with only expert resetting for new rounds)

Noob game can be run as you have said and infact could even be running at a faster pace than the expert game (purely because imo faster ticks for someone starting out = more fun and engages them more). I like games which can be setup fast and you can get stuck in to the action. So i think the noob universe should somehow mirror this. Get people hooked in to it.. then they can sign up to the other uni's as they want bigger challenges (less help?). The slower ticks in expert would mean the noobs have a good idea of whats going on from their noob uni but would still have time to play at the more serious level (they would atleast know how to attack etc and the best times).

once you start making t10 places in noob game ure planet gets transported over to intermediate. Maybe even if we ever get a passport system make it so that new ppl have to go thru noob game first then transport over to intermediate then over to expert unless given a code from say an ally in expert to go over to them ( i know a lot of you wont like this idea but works off the late signup stuff we have now).
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Unread 13 May 2009, 18:20   #18
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Re: in-game levels of difficulty/expertise

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SWEET now when i wanna take 50 roids from those inactives that haven't gone to c200 yet i can rest easy knowing their fleet will be launched out when my pods land
only if u can log into their account and see if they set their fleet to not partake in combat. good luck with that.
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Unread 13 May 2009, 19:09   #19
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by Munkee View Post
SWEET now when i wanna take 50 roids from those inactives that haven't gone to c200 yet i can rest easy knowing their fleet will be launched out when my pods land

Assuming the 10% rule applies here they would have to have 500 roids :|, good luck finding a newb with 500 roids in your bash limit that you can actually roid later on in the round. Maybe at the start... but who doesn't just randomly attack people at the start :P
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Unread 13 May 2009, 20:21   #20
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Re: in-game levels of difficulty/expertise

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Originally Posted by Newt View Post
If you remeoved the hardcore "i have to play pa 16hrs a day or my life is over" option to pa it would be sad for a lot of ppl Personally, I'd even say remove prelaunch from the expert mode and only have it in the others.

If people want to get hideously addicted to pa, they should be allowed to. Giving everyone noob accounts would kill the playberase faster than the internet dying would.

edit: I do agree that everyone should have the choice of being able to play inactive - but with some drawbacks that would stop them say getting top50/100 - but also nowhere near as protected as the noobs. Would be what i called my intermediate level.
Personally, I think that any game that in order for them to do well, requires the players to put in the amount of activity that PA does is a bad game. Fact is, the few hardcore players we now have left are very much the minority.

So I disagree. Making PA easier to play is exactly what we should do. If putting in these features means we lose the current community in favour of a crowd that's a little less serious about it, I think that would be a good idea.
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Unread 13 May 2009, 20:43   #21
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Re: in-game levels of difficulty/expertise

Well, to play pa doesnt require high activity? What tends to push activity miles high is IRC, not the game itself. Apart from HCs/DCs and the like.

Most people would say the best part of pa, by far, is working with your galaxy to cover incommings (i certainly would, as long as its a good galaxy). That can take up entire mornings...

I cant imagine PA ever being a game where someone "inactive" could be top10 (unless its an XP round, or he has mates who put in all the activity for him - and since I'm being accused of being sexist elsewhere, i should add: "or her!").

That said, although pa itself might not require much activity to do well - it does require constant activity each day. So I do think there should be a semi-vacation mode possible - where you can go inactive and not worry about being bashed (the whole option for auto-sending away fleets), but still get income. But I do think this should come with a penalty if you chosoe to use it - maybe just that your mining bonus is halved or so while you use the feature.
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Unread 13 May 2009, 21:09   #22
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Re: in-game levels of difficulty/expertise

First of all, I do like the idea of setting yourself as a new player. Which will give you extra protection.
- longer protection period?
- a notice to other players they are attacking a new player
- lower cap from them?
- higher salvage

I also dont mind simplyfying the game when u choose the new play. And as someone spoke about PIA, why dont we self run secondary game with a vintage taste of old PA code. Why handover the players to different game, if quite many still fancies the old one.

Originally Posted by Ave View Post
1. Make suffle at tick 72/100, suffle planets to each closed clusters depending their curent score. This way there will be no noob roiding and should allow fair fights between the planets on your range. Repeat the suffle after x period of time, I guess rather on small tick period of time, incase someone is unlucky where he ends. Alliances would still protect eachothers and try to get as many of their men to first level as possible. But would still allow depending on friends and old contacts, if u end up alone on a cluster/level. There could be plenty of interesting statistics added (most suffles stick on first level and so on...)

Quote:
Yeah, let's divide up an already nearly too small universe in many even smaller ones! Good idea!
- Hell yeah if it gives more challence, saves the bottom half from beeing constantly roided by chickens and if it allows you to work out all your expertise to success.

Out of topic: Give salvage to attackers too, so u dont have to worry so much about crashing/checking your landings -> people dare to send attacks regardless your next day programm -> which adds action -> which makes it more fun and ends no ones game for forgetting to check landing, or somply not beeing able to.

WHERE IS THE ATTACKERS SALVAGE FOR FU*K SAKE!!!!!
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Unread 13 May 2009, 22:45   #23
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Re: in-game levels of difficulty/expertise

What I see is the fact its hard to players your own size unless they have a class weakness.

Increasing armor across the board would help (yes i have mentioned it before).

I always hate getting attack (and who doesnt), the way you lose roids v gain them is completley wrong.

You select your target and launch (usually 1 or maybe 2 targets), you then sit back and wait. You get hostiles in maybe 2/3/4 waves. Your going to lose maybe 2 waves and end up with less roids than you started with.

Worst case scenario is you cant stop 4 waves, and dont land a single attack. It takes you days to get back the roids you lost.
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Unread 13 May 2009, 22:51   #24
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Re: in-game levels of difficulty/expertise

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Originally Posted by Newt View Post
Well, to play pa doesnt require high activity? What tends to push activity miles high is IRC, not the game itself. Apart from HCs/DCs and the like.

Most people would say the best part of pa, by far, is working with your galaxy to cover incommings (i certainly would, as long as its a good galaxy). That can take up entire mornings..

I cant imagine PA ever being a game where someone "inactive" could be top10 (unless its an XP round, or he has mates who put in all the activity for him - and since I'm being accused of being sexist elsewhere, i should add: "or her!").
Thats's not what I'm suggesting, though I can't blame you for being confused. When I said "do well", I basically meant that PA should be playable no matter how inactive I am, though obviously within reason. If I choose to log in twice a week, that should be possible without seeing that my planet has been reduced to ashes every time I log in.

Quote:
Originally Posted by Newt View Post
That said, although pa itself might not require much activity to do well - it does require constant activity each day. So I do think there should be a semi-vacation mode possible - where you can go inactive and not worry about being bashed (the whole option for auto-sending away fleets), but still get income. But I do think this should come with a penalty if you chosoe to use it - maybe just that your mining bonus is halved or so while you use the feature.
Just let people play the game casually if that's what they want, there's no need to implement an additional punishment for inactivity, inactivity is a punishment.
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Unread 13 May 2009, 23:56   #25
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Re: in-game levels of difficulty/expertise

Quote:
Originally Posted by Mzyxptlk View Post
Just let people play the game casually if that's what they want, there's no need to implement an additional punishment for inactivity, inactivity is a punishment.
Well if there was no downside to a feature like that, everyone would use it. I think that'd be shit. If everyone uses it, then as munkee said - just attack small people at will, cos you know their fleet will run away giving no losses.

Like someone attacked me the other day - I didn't bother checking pa that morning - the guy died worse than I did. He took the risk that I would run my fleet. It failed, most people won't take that risk. If everyone had a feature like that turned on...! Would be a lot more shit attacks being sent that shouldn't be roiding people, but will cos of the feature.

Not sure attackers would risk that if they had to try and guess whether or not you were using the feature.

For example, if 99% of the universe had that feature turned on - and you claim an attack on x:y:z, shown to be Mzyxptlk in your intel. You're through, eta4 no defence - even though the bcalc with fleets involved is hideous, you will definitely land it cos you know he would run his fleet if he'd logged in, and otherwise is exceptionally likely to be using the feature. If only 40% of the universe was using it, he probably wouldnt risk doing the attack in the first place.. or get a bigger teamup. And this should be happening! Being able to roid people that your fleet shouldn't be able to roids is

So I think it'd make roiding people a lot easier.. with one or two crashes.
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Unread 14 May 2009, 08:05   #26
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Re: in-game levels of difficulty/expertise

xans tbh will love it. I'd send just pods
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Unread 14 May 2009, 09:44   #27
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Re: in-game levels of difficulty/expertise

I dont feel that implementing a tiered universe and asking people weither they are noobs or inactives is the right way to go about solving the noob bashing problem.

All thats needed is for someone to think of a simple solution to discourage noob podding or highly encourage going for harder roids.

At the moment, capping 75 roids from an inactive is the same reward as capping 75 planets from an active (who's likely to get defence). So everyone will go for the easy roids given a choice.

The bash and capping system needs to be tweaked or redesigned. Not a complete new split universe with different bonuses for inactives.
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Unread 14 May 2009, 09:49   #28
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Re: in-game levels of difficulty/expertise

Why not let the noobs play on a different server, then when they think theyre ready, or when they complete a final quest, the are "introduced" into the other universe with the other players.
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Unread 14 May 2009, 10:14   #29
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Re: in-game levels of difficulty/expertise

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Originally Posted by [DW]Entropy View Post
Why not let the noobs play on a different server, then when they think theyre ready, or when they complete a final quest, the are "introduced" into the other universe with the other players.
So, when people log-in the first time they get that message?

Welcome to Planetarion.
You are a noob and cant play with the real guys!
Go train with other noobs first........

Have fun!


I would cleary love to play such a game when i was new :-)
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Unread 14 May 2009, 11:49   #30
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Re: in-game levels of difficulty/expertise

There are 2 versions of the noob.

1) Noob - A player whos know enough of the game to do well, but doesnt (maybe through no fault of his/her own).

2) Newb - A player whos know nothing of the game, and doesnt get far because of limited knowledge/friends/alliance options.

Both of these are viable targets, you cant segragate the newbs from the noobs (or newbs from the universe) just because we want them to stay. You have restrict the impact a larger player can have on a lesser player.

You could...
1) Capping - Bring back capping formula based on value.

2) Armor Boost - Give all ships an an armor boost, which means its easier to land on similar sized players as your self.

3) Smaller alliances - Could mean less chance of having galaxy with your own alliance members in them, which could mean more galaxies are opened for each alliance to attack.

4) Crazy Idea #54 - I was also thinking of BuddyPacks, how about restricting a BP to consist of alliance members only. Could decrease fencesitting and open up galaxies to attack.

5) Use my idea of time based reduced capping, for everytime a hostile lands (has its own thread somewhere).

Regarding #3, even if Alliances started to Nap into TooT1, TooT2 you would see more of TooT1 attacking a TooT2 galaxys non-alliance members and vice versa.
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Unread 14 May 2009, 13:03   #31
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Re: in-game levels of difficulty/expertise

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Originally Posted by [DW]Entropy View Post
Some good ideas there. Like RuBBeR suggested i'd also extend it to be limited on how many rounds you can play using this "noob account" option. 1-2 would probably be enough.
why? Most are nubs even after playing 10 rounds
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Unread 14 May 2009, 16:17   #32
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Re: in-game levels of difficulty/expertise

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why? Most are nubs even after playing 10 rounds
Thats a very good point.
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