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Unread 26 May 2008, 06:59   #1
Stuhlman
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A small change on Fleet Control

I have read the Prelaunch thred my friend M0 posted, and some of the replies.
I was on the same tracks but thought of something different:

what if: ( read the whole thing before you go wtf )

Third Fleet is disabled, gets active only when you join an alliance. Any ships you put into that fleet become automatically under control of the alliance DC to launch as he see fit. The player reserves defensive ships in that fleet slot for his ally, it gets launched by ally assigned 5 ingame DCs. Alliances can give their players points for leaving ships in that slot based on the amount of ships, type, etc...

This will counter the bad effects of prelaunched attacks that dominated the rounds, and made a DC job pretty annoying. That will help players from different time zones to be of more help to their alliance. This will also help players with less internet access during the day be of more value and feel good they are helping out although they are around much less. Simply some people would pay to play 4 or 5 hours a day and be of some use, as they can simply play a defensive strategy. I know landing will be harder, but how many players game got ruined because they simply can't defend their ally on prime time hours? in the current format if a player for example is unable to login within those 5 hours when defense is needed then he is considered inactive and can not play a good game at all for the entire round.

Your say?
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Unread 26 May 2008, 07:22   #2
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Re: A small change on Fleet Control

If you need people to play certain aspects of the game for you then maybe you shouldn't play?
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Unread 26 May 2008, 08:01   #3
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Re: A small change on Fleet Control

A quite horrible thread.
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Unread 26 May 2008, 08:05   #4
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Re: A small change on Fleet Control

Holy crap.
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Unread 26 May 2008, 09:00   #5
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Re: A small change on Fleet Control

I see quite a lot of problems, I am afraid.
1. This would be use of your account by a third which is prohibited.
2. Next will be a fleet to be used by a BC?
3. it is just a quite bad idea
4. many more reasons.
In summary, I think you should come up with ideas the other way around instead of these kind of ideas.

Cheers.
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Unread 26 May 2008, 09:41   #6
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Re: A small change on Fleet Control

I d like to have some sort of builtinn babysitting of accounts, like other similar ( ish ) games.
Not sure if this is the way to do it though
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Unread 26 May 2008, 10:30   #7
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Re: A small change on Fleet Control

mmmm don't think that's the way to solve a problem....

It also raises some new problems:
- how to know what ships to put in the fleet, since every attack needs it's own specific def-ships and it affects ur eta
- ppl no longer have a free slot to run their ships, do you want to risk a member looses his (whole) fleet cause you used his ships to defend an ally-member?

And, what other ppl already mentioned before, ppl should play themselves imo.

Maybe another way of thinking, on a different scale, might be a sort of "galaxy defense fleet". All galmembers put in some ships they want to spare in this fleet, when there are incs these ships defend the galaxy. But the more I think of that, the more problems (form an atk point of view) arise; such a fleet can quickly arise with all features (emp, cloak, steal) so how to use it (for planets with no defense? or as a first line of defense an atk have to encounter? Or in a (new way of attack like) "galaxy attack")
I just wrote this down since maybe others can work it further out
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Unread 26 May 2008, 11:15   #8
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Re: A small change on Fleet Control

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Originally Posted by NitbiT
Maybe another way of thinking, on a different scale, might be a sort of "galaxy defense fleet". All galmembers put in some ships they want to spare in this fleet, when there are incs these ships defend the galaxy. But the more I think of that, the more problems (form an atk point of view) arise; such a fleet can quickly arise with all features (emp, cloak, steal) so how to use it (for planets with no defense? or as a first line of defense an atk have to encounter? Or in a (new way of attack like) "galaxy attack")
I just wrote this down since maybe others can work it further out
The idea of an galaxy defence fleet was tried in r2 or r3 i think it was. Pretty pointless feature imo. Just a waste of fleet when you got waved into the ground as you couldn't run those ships.
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Unread 26 May 2008, 13:50   #9
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Re: A small change on Fleet Control

rather make some alliance units that each alliance can build from the taxes.

they can be fast (used as last option), but not too efective (u can't win rounds just by colecting taxes...) there could be limits in this fleet(s) size. Make it max 3 alliance fleets. Weather you use them for def or att (fleet catches), I dont mind. and give access to this fleet for set bc/dc (which you cant change without time limit.)
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Unread 26 May 2008, 13:55   #10
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Re: A small change on Fleet Control

its a good thread because its a discussable issue. i dont agree in anyone else controlling your fleets but yourself as you need to take care of your own planet.

what about researching a 4th fleet in techtree which can be used for alliance defence? this should be very expensive in my opinion.
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Unread 26 May 2008, 22:36   #11
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Re: A small change on Fleet Control

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Originally Posted by HaNzI
its a good thread because its a discussable issue. i dont agree in anyone else controlling your fleets but yourself as you need to take care of your own planet.

what about researching a 4th fleet in techtree which can be used for alliance defence? this should be very expensive in my opinion.
researches dont cost anything atm...and big peeps could 3 fleet attack/1 fleet defend which sounds horrible.
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Unread 26 May 2008, 23:58   #12
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Re: A small change on Fleet Control

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Originally Posted by csillag
researches dont cost anything atm...and big peeps could 3 fleet attack/1 fleet defend which sounds horrible.

duh! irrelevant! there is a bashlimit and its equal for everyone.
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Unread 27 May 2008, 06:19   #13
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Re: A small change on Fleet Control

Basicly u might want to leave a fleet for galaxy defence aswell or secondary alliance def fleet. It is pretty much the rules each alliance sets for their members. If you want to focus on offensive play, u may skip the defence fleets.

But as I allready said, we can leave everyones accounts to be played by themselfs, but give ingame alliance some tools for defence/aid (read above.) This way you give something for the alliance and pay your taxes and you might get something in return. As better protection.
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Unread 27 May 2008, 14:28   #14
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Re: A small change on Fleet Control

i don't like the idea of somoene else messing with my ships, tho im bc myself i wouldn't like to see a bc mess up my fleet.
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Unread 28 May 2008, 18:38   #15
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Re: A small change on Fleet Control

Quote:
Originally Posted by eksero
If you need people to play certain aspects of the game for you then maybe you shouldn't play?
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Unread 29 May 2008, 08:05   #16
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Re: A small change on Fleet Control

Lol f-crew would crash and burn in about 1 week if we let the DC's control peoples fleets. i can't even stop my own from crashing.

But with regards to the top post i can see it being abused a LOT. You may as well give the allie your password and let them use your account as they see fit.
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Unread 29 May 2008, 08:13   #17
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Re: A small change on Fleet Control

Sorry about double post but forum keeps logging me out whe i try to edit...

Since this is a discussion thread i'll say this. It might be better if you introduce a fourth fleet with again the possibility of a new ship for every class. This would be available to paying accounts who join alliances. It could possibly promote alliance joining and allie def. The ship could be much like the bomber in the last round which did so well both ingal and in allie as a defenseive ship.

Massive pro's and cons, but a better alternative i think
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Unread 29 May 2008, 10:46   #18
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Re: A small change on Fleet Control

Quote:
Originally Posted by [DW]Entropy
Since this is a discussion thread i'll say this. It might be better if you introduce a fourth fleet with again the possibility of a new ship for every class. This would be available to paying accounts who join alliances. It could possibly promote alliance joining and allie def. The ship could be much like the bomber in the last round which did so well both ingal and in allie as a defenseive ship.
Are you saying that paid accounts that join an ally get a forth fleet and several new ships which unpaid accounts dont have? This sounds a bit unfair to the unpaid population. Id rather see this as a VERY VERY long research option, one that maybe takes about 4-5 days? Then at least unpaid accounts could still (in theory) get this perk if the werent worried about using only fi/co class ships or mining 300 roids all round
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Unread 29 May 2008, 10:51   #19
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Re: A small change on Fleet Control

Quote:
Originally Posted by Fatrick
Are you saying that paid accounts that join an ally get a forth fleet and several new ships which unpaid accounts dont have? This sounds a bit unfair to the unpaid population. Id rather see this as a VERY VERY long research option, one that maybe takes about 4-5 days? Then at least unpaid accounts could still (in theory) get this perk if the werent worried about using only fi/co class ships or mining 300 roids all round
No i meant 1 ship for every race, and yes it is unfair for unpaid accounts, but if you give them everything then whats the point in paying?
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Unread 29 May 2008, 10:57   #20
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Re: A small change on Fleet Control

Ah ok, thats less evil then If it were what i thought and paid accounts getting 4 or 5 new ships then it would have been too much of an overpowering session. I still think it should be a research option tho.
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Unread 29 May 2008, 11:14   #21
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Re: A small change on Fleet Control

Quote:
Originally Posted by Hude
Holy crap.
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Unread 29 May 2008, 18:16   #22
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Re: A small change on Fleet Control

Two things

1) Drastically reduce the Infastructure and HCT research branches (coz lets face it, theyre pretty gay)

Infastructure
Basic (start with) 10 structures limit
Lvl 1) 25 structures limit
Lvl 2) 75 structures limit
Lvl 3) 150 structures limit

HCT

Basic - (start with) Mine up to 300
Lvl 1 - Mine upto 500
Lvl 2 - Mine upto 1000
Lvl 3 - Mine upto 2000
Lvl 4 - Mine upto 5000
Lvl 5 - Mine upto 10000

2) Introduce new research branch

Advanced Fleet Dynamics
Basic - 3 fleet slots
Lvl 1 - 4 fleet slots
Lvl 2 - 5 fleet slots
Lvl 3 - 6 fleet slots
Lvl 4 - 7 fleet slots

AFD would be only available for research once Travel research is maxed out and u have built i dunno soime super mad construction like a Deep Space Trasceiver or something equally nerdy


ooo

edit -

to build the super mad DST thingy above u shoudl have prequisite building ie 10 sec centres, 10 research labs and a partridge in a pear tree)

DST's would be VERY expensive, so it makes sense a government would ensure a lot of sec centres are present b4 they are built. The cost of the DST then could also vary dependant on your goverment choice etc

The building requisite would then balance out against Cath;s research bonus ofc, so caths cant run away with mega bonus fleets b4 other races.

Last edited by DarkHeart; 29 May 2008 at 18:24.
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Unread 30 May 2008, 08:28   #23
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Re: A small change on Fleet Control

Maybe this idea could be incorporated in a more extended tech tree, where the players chooses (and has to stick to) their prefered advantage. Perhaps imunity from cov ops could be another one - where the power of cov ops are more destructive. Then there could be a further resource bonus, and another production bonus etc. Whether someone has the time to modify the tech tree and to modify nearly every apect of the game is another question though.
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Unread 30 May 2008, 09:15   #24
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Re: A small change on Fleet Control

the list of changes gets smaller every round
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Unread 30 May 2008, 09:59   #25
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Re: A small change on Fleet Control

Are we really discussing 7 fleet slots or having other people controlling (part of) your account ?
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Unread 30 May 2008, 10:16   #26
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Re: A small change on Fleet Control

'fraid so.
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Unread 30 May 2008, 10:37   #27
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Re: A small change on Fleet Control

Quote:
Originally Posted by Makhil
Are we really discussing 7 fleet slots or having other people controlling (part of) your account ?
not really, that got quickly binned and alternatives have been suggested
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Unread 1 Jun 2008, 08:52   #28
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Re: A small change on Fleet Control

Quote:
Originally Posted by DarkHeart

2) Introduce new research branch

Advanced Fleet Dynamics
Basic - 3 fleet slots
Lvl 1 - 4 fleet slots
Lvl 2 - 5 fleet slots
Lvl 3 - 6 fleet slots
Lvl 4 - 7 fleet slots
Very interesting, but a big Xan would then be able to send 7 fake defenses
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Unread 1 Jun 2008, 08:59   #29
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Re: A small change on Fleet Control

Even a small Xan could - if you got unlucky and copped the majority of the fleet, you'd still be just as screwed.
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Unread 1 Jun 2008, 12:33   #30
M0RPH3US
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Re: A small change on Fleet Control

Quote:
Originally Posted by Stuhlman
Very interesting, but a big Xan would then be able to send 7 fake defenses

would finally make xan a interesting choice
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