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Unread 22 Sep 2011, 09:04   #1
DerEins
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WE hate SK's what do you think ?

just a thought ....

i know so many ppl which donT like SK's.... i donT wanna write a whole book here... Just want to know what do you think.

You build up your planet so long and then...everything gets messed up...yeah can happen in war but i always found it evil... i hate SK's take them out of the game... (better bring back PDS - it's normally useless but was fun ;-) )

SO WHAT DO YOU THINK - SHOULD SK's be removed from the game - YES OR NO ?
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Unread 22 Sep 2011, 09:19   #2
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Re: WE hate SK's what do you think ?

no
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Unread 22 Sep 2011, 10:05   #3
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Re: WE hate SK's what do you think ?

no
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Unread 22 Sep 2011, 10:52   #4
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Re: WE hate SK's what do you think ?

no
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Unread 22 Sep 2011, 10:53   #5
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Re: WE hate SK's what do you think ?

even tho i just lost 20 cons to em with 2 ticks id still say no..

simply cos i just wanna hit Judge with em next round
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Unread 22 Sep 2011, 10:54   #6
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Re: WE hate SK's what do you think ?

no

(ps i have 500 Haunt DerEins)
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Unread 22 Sep 2011, 10:55   #7
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Re: WE hate SK's what do you think ?

No

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Unread 22 Sep 2011, 10:58   #8
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Re: WE hate SK's what do you think ?

Yes.

After all, we removed PDS for the reason that it couldn't "run away" from attacks - why should structures be different?
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Unread 22 Sep 2011, 11:17   #9
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Re: WE hate SK's what do you think ?

No.
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Unread 22 Sep 2011, 12:59   #10
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Re: WE hate SK's what do you think ?

No (I think making sks a different ship class to main roiding fleets are suffient)
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Unread 22 Sep 2011, 13:18   #11
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Re: WE hate SK's what do you think ?

No.
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Unread 22 Sep 2011, 13:44   #12
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by Paisley View Post
No (I think making sks a different ship class to main roiding fleets are suffient)
deffo :P
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Unread 22 Sep 2011, 13:46   #13
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Re: WE hate SK's what do you think ?

Seems to me the "we" in the topic title might be misplaced.
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Unread 22 Sep 2011, 14:08   #14
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Re: WE hate SK's what do you think ?

No , next question
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Unread 22 Sep 2011, 14:34   #15
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Re: WE hate SK's what do you think ?

Yes!!!
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Unread 22 Sep 2011, 15:58   #16
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Re: WE hate SK's what do you think ?

no
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Unread 22 Sep 2011, 16:52   #17
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by ArcChas View Post
Yes.

After all, we removed PDS for the reason that it couldn't "run away" from attacks - why should structures be different?
Did we really? I thought PDS was largely removed because if planets got enough income early enough a decent investment in PDS made it extremely unpleasant to attack them...

Anyway landing vast amounts of SKs on a planet is tremendous fun.
And if you enjoy such a thing, its only fair that you run the risk of it happening to you...
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Unread 23 Sep 2011, 01:02   #18
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Re: WE hate SK's what do you think ?

The trouble is that the people who get hurt by SKs are not always the same people that use them in attacks.

And for the "average" player there is no defence against them - and no option to not build constructions (at least PDS was optional).

The "making sks a different ship class to main roiding fleets" argument falls apart when attackers start teaming up.

If there was some way of making the use SKs a deliberate choice rather than a default position I'd be less "anti" them. Perhaps by reducing the roid cap in proportion to the percentage of structures destroyed. Or perhaps by only allowing SKs to be launched at planets belonging to alliances with whom you are at war - which would, of course, require a new level of "Alliance Relations".
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Unread 23 Sep 2011, 08:19   #19
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by ArcChas View Post
The trouble is that the people who get hurt by SKs are not always the same people that use them in attacks.

And for the "average" player there is no defence against them - and no option to not build constructions (at least PDS was optional).

The "making sks a different ship class to main roiding fleets" argument falls apart when attackers start teaming up.

If there was some way of making the use SKs a deliberate choice rather than a default position I'd be less "anti" them. Perhaps by reducing the roid cap in proportion to the percentage of structures destroyed. Or perhaps by only allowing SKs to be launched at planets belonging to alliances with whom you are at war - which would, of course, require a new level of "Alliance Relations".
Or even adding it to the research queue after siege hulls
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Unread 23 Sep 2011, 12:29   #20
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by ArcChas View Post
Yes.

After all, we removed PDS for the reason that it couldn't "run away" from attacks - why should structures be different?
By that logic we should be arguing for the removal of structures because they can't run away from SK's.

Back on topic: I'm not too keen on SK's myself, although they have their uses - too many distorters might be a legitimate reason for them.
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Unread 23 Sep 2011, 12:32   #21
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Re: WE hate SK's what do you think ?

Yeah can we plz remove distorters? It fking sux when you can't incscan your attacker. Or make dists a research last after all the waves researches?
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Unread 23 Sep 2011, 13:29   #22
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by Buly View Post
Yeah can we plz remove distorters? It fking sux when you can't incscan your attacker. Or make dists a research last after all the waves researches?
then let's make amps a research just before or after that?
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Unread 23 Sep 2011, 14:53   #23
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Re: WE hate SK's what do you think ?

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then let's make amps a research just before or after that?
No, you need amps to be able to scan. I'm talking about dists, as they ruin the game through not being able to scan people that have them, which makes the game tougher. Same logic of why SK's shouldn't exist or be added as a late research. Amps are for the good of the game!
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Unread 23 Sep 2011, 15:53   #24
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Re: WE hate SK's what do you think ?

yes PAs biggest problem is that its too hard.....ofc this only applies to anyone without an actual functioning brain.

high dists is a strat same as high refs or all fi/co alliance. if you dont like it buly, build more amps.
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Unread 23 Sep 2011, 16:03   #25
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Re: WE hate SK's what do you think ?

I hate fi/co too. I think it should be removed from the game, then we could reduce the ETA on fr/de/cr/bs by 1 tick to make up for it.
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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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Unread 23 Sep 2011, 20:37   #26
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Re: WE hate SK's what do you think ?

Surface attack result at Uganda (1:6:6)
Heavy Factory : 1
Finance Centre : 3

Surface attack result at LIBIA (3:9:8)
Light Factory : 1
Medium Factory : 2
Heavy Factory : 1

Surface attack result at Theory (3:3:6)
Crystal Refinery : 3
Eonium Refinery : 1

Surface attack result at Eternia (1:5:2)
Eonium Refinery : 2
Finance Centre : 1
Security Centre : 1
Wave Amplifier : 1
Wave Distorter : 1

Surface attack result at Frieri (7:2:5)
Medium Factory : 1
Finance Centre : 1
Wave Distorter : 1

Surface attack result at Naruto (1:10:1)
Metal Refinery : 1
Crystal Refinery : 3
Eonium Refinery : 2

Surface attack result at snowland (5:7:11)
Metal Refinery : 2
Crystal Refinery : 2
Eonium Refinery : 1
Finance Centre : 1

Surface attack result at IS A BIG HORSE (10:1:4)
Heavy Factory : 1
Crystal Refinery : 1
Eonium Refinery : 2
Finance Centre : 1
Wave Distorter : 2

Surface attack result at Undead (3:2:6)
Crystal Refinery : 2
Eonium Refinery : 1
Finance Centre : 1
Security Centre : 1
Wave Amplifier : 1

Surface attack result at lawrence-kansas (11:3:1)
Crystal Refinery : 1
Eonium Refinery : 4
Finance Centre : 6

Surface attack result at Lazy T0wn (7:1:4)
Metal Refinery : 1
Crystal Refinery : 4
Eonium Refinery : 1
Finance Centre : 3
Wave Distorter : 1

Surface attack result at Frejerock (7:4:1)
Metal Refinery : 3
Crystal Refinery : 1
Eonium Refinery : 2
Research Laboratory : 1
Finance Centre : 4
Wave Distorter : 1

Surface attack result at Zarkosha (9:6:4)
Metal Refinery : 1
Eonium Refinery : 1
Research Laboratory : 1
Finance Centre : 3
Wave Amplifier : 3

Surface attack result at Top Gun (4:7:5)
Light Factory : 1
Heavy Factory : 1
Metal Refinery : 3
Eonium Refinery : 1
Research Laboratory : 1
Finance Centre : 6
Wave Amplifier : 1
Wave Distorter : 2

*pew pew pew*
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Unread 24 Sep 2011, 01:12   #27
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by Paisley View Post
No (I think making sks a different ship class to main roiding fleets are suffient)
No. and make them part of the main fleet. its ridic that they are on a non efficient class, what person int heir right mind would create that scenario.

Put sk's into main class. reduce cons times.
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Unread 24 Sep 2011, 04:19   #28
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Re: WE hate SK's what do you think ?

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Originally Posted by DarkHeart View Post
what person int heir right mind would create that scenario.
Possibly the same people that don't want to see even more "casual" players quitting the game after being waved by SKs.
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Unread 24 Sep 2011, 09:45   #29
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Re: WE hate SK's what do you think ?

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Originally Posted by ArcChas View Post
Possibly the same people that don't want to see even more "casual" players quitting the game after being waved by SKs.
PA is dying and have been for a long time. Now just shut up and enjoy last bit!
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Unread 24 Sep 2011, 12:48   #30
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Re: WE hate SK's what do you think ?

Yes sir!!!1!
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Unread 24 Sep 2011, 15:56   #31
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by Reincarnate View Post
yes PAs biggest problem is that its too hard.....ofc this only applies to anyone without an actual functioning brain.

high dists is a strat same as high refs or all fi/co alliance. if you dont like it buly, build more amps.
brain clearly not functioning here in missing the sarcasm!
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Unread 25 Sep 2011, 00:09   #32
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Re: WE hate SK's what do you think ?

Move SK's to a new class

"Leviathans"

Create a PDS unit that targets "Leviathans".

Add another level to the hull tree for the Lev's.

PDS can be built early on.
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Unread 25 Sep 2011, 18:08   #33
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by MrLobster View Post
Move SK's to a new class

"Leviathans"

Create a PDS unit that targets "Leviathans".

Add another level to the hull tree for the Lev's.

PDS can be built early on.
this actually does make sense .... bc when you attack someone you hit their roid field and fleet around it ... so you would build levi to go all the way to planet ... the planet could then have a pds system to protect it ... but then we will see huge levi fleets gang raping planets bc the only way this works is if pds only targets them.
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Unread 3 Oct 2011, 14:49   #34
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by ManiacMagic View Post
this actually does make sense .... bc when you attack someone you hit their roid field and fleet around it ... so you would build levi to go all the way to planet ... the planet could then have a pds system to protect it ... but then we will see huge levi fleets gang raping planets bc the only way this works is if pds only targets them.
Combat would still limit to 10% total structures destroyed per tick.

I suppose that Levis could target levi at T2 level.

Name: Termite
Class: LE
T1: ST
T2: LE

Any idea on SK are limited on current codebase, so this is a simple idea.

Or change the idea of space combat to pseudo land based...

Name: Termite
Class: Transport (TR)
T1: ST
T2: TR
Troops: 100 (i.e. 100 guns)

Name: Ground Defence Turret
Class: ST
T1: TR
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Unread 4 Oct 2011, 07:55   #35
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Re: WE hate SK's what do you think ?

I personally dont like them, but they are a valid tactic, i agree with whomever said .. make them a research, after all to covert op to kill structures you have to work for it, why not apply the same logic to the ship type killer too.
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Unread 4 Oct 2011, 09:11   #36
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Re: WE hate SK's what do you think ?

its the only reason why i built DE this round

sksksksksksk
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Unread 4 Oct 2011, 09:50   #37
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Re: WE hate SK's what do you think ?

To be honest, I don't get the point of this thread. SKs are off-class and made of paper, which already makes them incredibly easy to kill. Adding a whole new class just for SKs doesn't change any of that and just forces people to build more defence, specifically for that class. That's worse than it is now: currently, your normal defence also takes care of SKs.

Quote:
Originally Posted by ArcChas View Post
If there was some way of making the use SKs a deliberate choice rather than a default position I'd be less "anti" them. Perhaps by reducing the roid cap in proportion to the percentage of structures destroyed.
This is the only sensical suggestion in the entire thread, one I've also proposed in the past.
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Unread 4 Oct 2011, 15:01   #38
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by MrLobster View Post
Combat would still limit to 10% total structures destroyed per tick.

I suppose that Levis could target levi at T2 level.

Name: Termite
Class: LE
T1: ST
T2: LE

Any idea on SK are limited on current codebase, so this is a simple idea.

Or change the idea of space combat to pseudo land based...

Name: Termite
Class: Transport (TR)
T1: ST
T2: TR
Troops: 100 (i.e. 100 guns)

Name: Ground Defence Turret
Class: ST
T1: TR
You're making the game more complicated for no real gain. Why do we need to add in another class? and reintroduce PDS just to hit that class? The game doesnt change for the better now.

Infact.. It makes SK's useless. What fires first?
1. If PDS fires first and the only thing which targets PDS are structure killers, then you just build PDS when you're hitting by SK's and it renders them useless.
2. If Levi's fire first, then it makes PDS useless.
3. If they fire at the same time, PDS doesnt stop the attack.

I just dont understand how this will improve the game. The problem with SK's is that they kill your structures and you have no defence against them if you're being attacked by a fleet which you cant defend against, so you lose roids and structures. Introducing PDS does not solve this problem, as it'll either render SK's useless or the PDS will be useless.
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Unread 4 Oct 2011, 15:05   #39
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Re: WE hate SK's what do you think ?

Quote:
Originally Posted by Buly View Post
Yeah can we plz remove distorters? It fking sux when you can't incscan your attacker. Or make dists a research last after all the waves researches?
'If fking sux when you cant scan your attack'

i'll change your quote from 'incscan' to 'scan'. How do you think casuals, solo, or new players feel when they dont even have access to the basic unit scans? landing scans? or planet scans?

The whole scanning system in this game is broke, as its a requirement to play the game yet you dont have access to it unless you severely handicap your planet (and thats presuming that the player even realises they need to spam the scan tree).
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Unread 4 Oct 2011, 15:58   #40
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Re: WE hate SK's what do you think ?

concerning SK`s again.. i cant understand why they arent taken away from the attackfleet classes? xan has bs sk`s, ter has co sk`s, cath has fr sk`s? tad shittier case with ziks and etd, as they can also steal fi/co pods which kinda gives em advantage if sk`s were fi/co class for em.. tho why not :P ?

bottom line, ppl can still use sk`s but on another terms.. if thats something that alliance wants to do then it simply has to think an efficient way-> send ter CO sk`s with their member`s fi/co att fleets.. fck up a cap a lil, but thats what the toll is here..

atm cr/bs alliances sk for fun, while xan planets cant use em in any possible way.. and that to me seems like a dishonest advantage over them
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