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17 Nov 2010, 10:56
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#1
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Registered User
Join Date: Apr 2003
Location: Australia
Posts: 31
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Bring Back 3 tick Landings
Righteo.. now before you got..
'omg farming etc etc'
now give it a chance.. the reason i suggest this is simple.. at the moment you send a fleet to attack a planet.. it spends 8 to 10 hours in transit.. and when it arrives. they only sit there for 1 hour? that doesnt make sence to me.. its not good business.. if i was gonna bother to spend 8hrs travel i'd wanna stay there a little longer.. anyways besides my pointess blabber.. i'll get to the point..
bring back 3 tick landings.. and 6 tick defence
now of course im not proposing to get 25% cap every tick your there.. but.. 25% over the 3 ticks.. so if your target gets defence arrive 1 tick after your first landing.. you grab 8.3% roids and run.
easy as that.
or maybe.. bump the cap rate to say 40% over 3 ticks.. and then grab 13% max cap a tick..
somethin like that..
anyways i reackon it will bring a new angle to the game and the way attacking and defending is done.
and i know.. people are gonna whinge that having 6 tick defence is going to stuff up attacks.. but to me i reackon anyone who has his fleet tied up for 6 ticks defending makes a good target.
anyways
chill
-ma****
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17 Nov 2010, 11:50
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#2
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The Video Guy
Join Date: Jan 2009
Posts: 1,279
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Re: Bring Back 3 tick Landings
Nahhh.
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Writing lists and taking names.
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17 Nov 2010, 20:16
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#3
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Bring Back 3 tick Landings
same as Kenny
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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18 Nov 2010, 21:25
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#4
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Registered User
Join Date: Nov 2010
Posts: 2
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Re: Bring Back 3 tick Landings
yea the old pa was so much better, im all for 3 tick attacks
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18 Nov 2010, 22:16
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#5
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Registered User
Join Date: Mar 2009
Posts: 957
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Re: Bring Back 3 tick Landings
Why not travel there with your fleet and roid them until you recall the fleet? Makes much more sense to me! Conquer & deplete their resources I say!
This works fine. They changed it to one tick for a reason, and in my opinion it was an improvement.
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19 Nov 2010, 00:30
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#6
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Bring Back 3 tick Landings
What reason was that again?
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19 Nov 2010, 09:59
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#7
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Fightin-irish for life
Join Date: Mar 2001
Location: guinness brewery
Posts: 2,177
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Re: Bring Back 3 tick Landings
Dont see why they couldnt try it for a round unless someone can come up with a valid reason
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Ascendancy, now with added Irish
"In the absence of orders, find something and kill it."
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19 Nov 2010, 11:02
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#8
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Paso Leaute
Join Date: Mar 2008
Posts: 919
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Re: Bring Back 3 tick Landings
Nostalgic as it would be I don't think i would actually like it. you would lose the ability to scan at eta 4 and then ignore pa until the evening (not that I do ofc) you would now have to scan at eta 2 to know if u can land the whole 3 ticks, equally you may have to do several calcs as defence accumulates and additionally working out if earlier defence will still be there, its all just added complexity.
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An optimist may see a light where there is none, but why must the pessimist always run to blow it out?
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19 Nov 2010, 13:32
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#9
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The Video Guy
Join Date: Jan 2009
Posts: 1,279
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Re: Bring Back 3 tick Landings
If you increase the number of asteroids 'floating about', and decrease the cap rate - it could work. Although, 3 tick roidings work better with half-hour ticks. Imagine launching a BS fleet, to land 3 ticks. That's you pretty much done for the day. That's crap! You should have more to do in PA to keep activity up, not less. And lol, 24 hours for a defense mission?
The fewer ticks spent at any one planet on any one attack, the faster the overall game will be.
What will happen to alliance raids? The bigger alliances aren't going to hit the same planet for 9 ticks in a row (3 'waves') or they'll have bugger all people home for any raids the next day, unless of course the people on the 3rd wave were quite content to be 3rd wave every time they launch. So, instead of doing multiple waves, they'll just hit more people. So yes, this will favour the top alliances more without requiring any extra activity from them.
Tell you what though, if you want to remove prelaunch and do a round of half-hour ticks - I'd play that round with your 3 tick attacks and 6 tick defs!
...if you made asteroids cheaper to initiate without compromising their yield.
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Writing lists and taking names.
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19 Nov 2010, 20:17
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#10
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General (Adjective Army)
Join Date: Oct 2000
Location: Yorkshire, England.
Posts: 825
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Re: Bring Back 3 tick Landings
3 tick attacks worked fine with 1 hour ticks - and requires "extra" activity in re-calculating each tick of the attack to take account of losses (on both sides) and of arrival of extra fleets and departure of those already present.
I used to enjoy the need to make a decision each tick as to whether or not it was worth staying. This applies to both the attacker(s) and defender(s). It was altogether a more intresting game to play "back then".
I agree with you on the removal of pre-launch (at least for attacks) - but changing to 30 minute ticks would result in me quitting the game (possibly the only way to make me do that).
/me prepares for the inevitable comments.
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Amnion (aka The Arcane Chas of Arcania) - Playing PA under those and other pseudonyms every genuine round since Round 2. Most recently (and insignificantly):
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Hard of Hearing (2:7:1) R103 | The Lateness of Your Application (1:6:6) R104 | Kinnison of Tellus (5:1:2) R105
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19 Nov 2010, 20:32
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#11
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Registered User
Join Date: Mar 2009
Posts: 957
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Re: Bring Back 3 tick Landings
Ship efficiencies would also need to be toned down. SK ratio would have to be lowered, as been pointed out cr/bs ETA should be lowered (early round taking 13+12+3 ticks for one attack is way too long).
In my opinion it adds an extra layer of complexity which I personally don't want (and probably a lot of others don't either), but it'd also be more confusing to new players than simple 1-tick attacks (not that we're getting many at the moment!).
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19 Nov 2010, 20:51
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#12
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Bring Back 3 tick Landings
Quote:
Originally Posted by Kenny
half-hour ticks
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lol
__________________
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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19 Nov 2010, 21:41
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#13
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The Video Guy
Join Date: Jan 2009
Posts: 1,279
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Re: Bring Back 3 tick Landings
Quote:
Originally Posted by Mzyxptlk
lol
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Too far, huh?
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Writing lists and taking names.
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20 Nov 2010, 06:48
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#14
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Bring Back 3 tick Landings
Used to be, you could set a 3 tick attack (or 6 tick defense) and needed to be there, play-by-play, to make a decision to stay or recall after x amount of ticks. That was cool. It was involving, and required activity and thought.
You might get 2 ticks of roids, but get pasted the last tick, or you might get 4 ticks of defense then have to pull the last two. Bottom line was, combat took time, and you needed to be paying attention to it.
As much as getting up in the night to jgp or check mails is a pain, you couldn't just "one-off" it back then, and then go back to sleep like you can now. As long as you log in at :55, you're good.
Back in the day, it was more of a "siege" type of gameplay...which is great, provided it doesn't happen at 4am. Which, more often than not, it does now.
There's an "instant gratification" factor that hasn't been addressed in PA. Covert Ops was not the solution to that. Middle of the night antics that ruin people's lives--but make for "interesting" game play--isn't that either.
What is, I don't know.
Throwing things back to the cavemen times, certainly isn't (IMHO) an option...
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I'd rather be fishing.
Utterly useless since r3
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20 Nov 2010, 07:43
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#15
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Bring Back 3 tick Landings
being landed on during 3 ticks was fine when the universe was so huge you could spend an entire round without hitting the same planet twice.
Now imagine what it would be with the small universe and the piggys.
For those who didn't play those early rounds, you could attack UP TO 3 ticks, meaning you chose before launching how many ticks you would spend on the target. There was some strategy in getting the defenders to cover for 3 ticks when you would not even land. But it was also a time when you could mass 'uninitiated' roids (people had to initiate them at an increasing cost if they wanted to get resources), and launching had a cost in Eonium... and you could steal all the roids on a planet leaving it with 0.
It worked in a context that can't be brought back. Now if the idea is to steal the same amount of roids over 3 ticks instead of 1, is there any interest at all ?
__________________
<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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20 Nov 2010, 07:54
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#16
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Ex-Head Multihunter
Join Date: Sep 2003
Location: At home
Posts: 900
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Re: Bring Back 3 tick Landings
Could steal all the roids? I dont remember that (maybe in r1, when i wasn't there). With the 3 tick attacks, you could steal 15% per tick. But the tsteal % was calculated over the LEFT OVER roids (I still have the juror bcalc somewhere :P)
Also, like in round 10 (but slightly different), cap depended on the fleet value you sent. If you sent overkill, your cap was reduced ^^
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23 Nov 2010, 10:56
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#17
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Bring Back 3 tick Landings
you couldn't steal all of them at once but you could reduce the roid count of a planet to 0, in R3.
__________________
<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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23 Nov 2010, 12:15
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#18
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Doh!
Join Date: Apr 2001
Location: Nemo Mortalium Omnibus Horis Sapit
Posts: 1,720
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Re: Bring Back 3 tick Landings
Quote:
Originally Posted by Ma****
Righteo.. now before you got..
'omg farming etc etc'
now give it a chance.. the reason i suggest this is simple.. at the moment you send a fleet to attack a planet.. it spends 8 to 10 hours in transit.. and when it arrives. they only sit there for 1 hour? that doesnt make sence to me.. its not good business.. if i was gonna bother to spend 8hrs travel i'd wanna stay there a little longer.. anyways besides my pointess blabber.. i'll get to the point..
bring back 3 tick landings.. and 6 tick defence
now of course im not proposing to get 25% cap every tick your there.. but.. 25% over the 3 ticks.. so if your target gets defence arrive 1 tick after your first landing.. you grab 8.3% roids and run.
easy as that.
or maybe.. bump the cap rate to say 40% over 3 ticks.. and then grab 13% max cap a tick..
somethin like that..
anyways i reackon it will bring a new angle to the game and the way attacking and defending is done.
and i know.. people are gonna whinge that having 6 tick defence is going to stuff up attacks.. but to me i reackon anyone who has his fleet tied up for 6 ticks defending makes a good target.
anyways
chill
-ma****
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I am not dismissing this out of hand, it has merits:
However
Pre-Launch is the big bug in the ointment, and the fact that often alliance attacks are set for the same time night after night.
So if you know for instance that an alliance usually sets it's first wave at 3am (GMT) you could send get your alliance to cover a 6 tick period from 2am onwards, that would cover it.
Multiple waves of attacks would no longer be viable, considering that wave 1 could be a 3 tick job, then wave 2 would etc... this again would make cover defence a lot easier.
The only way this could work would be for Pre-Launch to be removed completely.
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Spinner: Kudos to Judge for having big cohones!
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24 Nov 2010, 12:43
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#19
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Jazz Maverick
Join Date: May 2007
Posts: 333
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Re: Bring Back 3 tick Landings
3 Tick Landings?!
3 Month long round, round 4 rules, free for all or stfu.
I'm going science.
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3 Dec 2010, 02:08
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#20
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Round 1er
Join Date: May 2001
Location: PA, USA
Posts: 141
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Re: Bring Back 3 tick Landings
Quote:
Originally Posted by HRH_H_Crab
3 Tick Landings?!
3 Month long round, round 4 rules, free for all or stfu.
I'm going science.
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amen brother
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PA-Radio!!!
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5 Dec 2010, 15:40
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#21
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Lucky
Join Date: Jul 2003
Location: -
Posts: 3,830
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Re: Bring Back 3 tick Landings
- bring back 3 tick landing.
- bring back all game mechanics that made the original pa a fantastic, succesful game.
- remove all features implemented in R10-now that made it worse than shit.
- remove the incapable people running things now.
but i fear it's too late already. spinner: get that new game up and running please!
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