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Unread 2 Jan 2008, 02:37   #1
Makhil
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Implement friendly fire/aggressive attack mode ?

Do you think it would be good to have either:

- a friendly fire addition : a percentage of your fleet firepower will target randomly any other fleet present (friendly or piggy).
Note than the percentage could be reduced by the introduction of a new building like Elite Military Academy

- an agressive attack mode (on/off) : when ticked you allow your fleet to target any other non allied fleet present. The percentage of diverted fire would be fixed or could be changed through population settings with a new option: Aggressivity
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Unread 2 Jan 2008, 02:40   #2
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Re: Implement friendly fire/aggressive attack mode ?

Myself and a few other people suggested something like this several years ago: Dynamic Targetting.

It essentially was the same thing; Planet A gets attacked by B and C; all three fleets fire at each other instead of being lumped into attackers vs defenders.

Obviously, planets within the in-game alliance wouldn't fire at each other.

It was initially designed to combat support fleets, but was never really pursued by the development team.
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Unread 2 Jan 2008, 11:45   #3
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Re: Implement friendly fire/aggressive attack mode ?

I am against this as this can be used for red defense.
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Unread 2 Jan 2008, 12:05   #4
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Re: Implement friendly fire/aggressive attack mode ?

Quote:
Originally Posted by Kargool
I am against this as this can be used for red defense.
And thats bad?
More options = good?
Why would it be better to use red defence rather than real defence? And how often would it be likely to be used?

Against:Same losses, worse eta, no salvage. Both will fire at the defence, if any
Pro: Less xp to attacker, less roids to attacker, give score to a friend ( not in ur gal or ur alliance )
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Unread 2 Jan 2008, 13:08   #5
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Re: Implement friendly fire/aggressive attack mode ?

Shouldn't this be in Planetarion Suggestions?

I always liked the idea of always aggressive fleets attacking enemies on the same wave as you, people can tend to get very lazy when they send out an attack fleet and another planet is landing on the same wave. Usually the attackers overpower the defender making it pointless to defend unless they can get significantly more defence. Even though they won't get as many roids it'll be an easier landing.

I'm assuming it would add some minor complexities to the combat system not currently implemented and would take time to do.
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Unread 2 Jan 2008, 13:26   #6
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Re: Implement friendly fire/aggressive attack mode ?

What about adding an "Attack Code"?

If two or more wants to attack together the same planet, they have to add the same "attack code" before launching the fleet(s).
If two attackers land same tick and have different attack codes, or none at all, they will end up attacking eachother aswell as the defence.
Will make it more fun for urself when ur double or tripple booked, you get the salvage from 2 attackers landing on u and killing eachother
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Unread 3 Jan 2008, 15:15   #7
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Re: Implement friendly fire/aggressive attack mode ?

I like Wishmaster's idea best so far, although it could be improved even further by making it possible to simply select which fleets you want to hit and which you don't. JGP scans should show which fleets are frendly to each other.

Example 1:
3 fleets have launched on the same planet and will land on the same tick. If 2 of those fleets trust each other, they can set each other to friendly, while still firing at the piggy and the defender.

Example 2:
4 fleets have launched on the same planet and will land on the same tick. 2 of those fleets have teamed up, while the other 2 are in the same alliance as the home planet and are thus automatically in the same team. The home planet and the 2 friendly fleets fire at the 2 hostile fleets and the other way around.

There's a few interesting quirks about this idea:
1) Fleet 1 can be friendly to fleet 2 while fleet 2 is hostile to fleet 1 (assuming they're not in the same alliance)
2) Piggies can be killed by setting them to hostile
3) There's a new way of stealing ships
4) Home planets can sometimes reduce or even completely avoid roidloss by simply running their ships and making their attackers fight it out amongst themselves

All relations should be fixed from eta4 onwards (ie, it should be possible to set someone to hostile at eta5 but not at eta4), to prevent massive fleetloss.

There's two things I'm not sure about yet:
1) Should planets from the same galaxy be able to target each other or not? On one hand it makes having a trustworthy galaxy a plus, on the other it allows (possibly even encourages) shipfarming.
2) By default, should relations (to fleets not from your alliance (and galaxy?)) be set to friendly or hostile?

Thoughts?
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Unread 3 Jan 2008, 15:46   #8
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Re: Implement friendly fire/aggressive attack mode ?

a problem wiht the hostile/friendly thing is that people often don't jgp until eta 1 or 2 (pretty much when they wake up due to launching at night) and by your rules they wouldn't be able to change hwo is friendly or hostile at that point anymore.
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Unread 3 Jan 2008, 16:07   #9
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Re: Implement friendly fire/aggressive attack mode ?

So that means all fleets should be hostile by default, except those in your alliance and possibly your galaxy. And if you're teaming up with someone outside of your alliance or galaxy you can still set relations when you launch (whether that's at launch or at prelaunch). That way you kill piggies and defence, but not your teamup buddies or alliance mates.
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Unread 3 Jan 2008, 16:25   #10
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Re: Implement friendly fire/aggressive attack mode ?

this is a stupid idea, attacking shouldn't be made harder like this.
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Unread 3 Jan 2008, 21:36   #11
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Re: Implement friendly fire/aggressive attack mode ?

The easiest is to just automaticly make ingal and in-alliance collaboration friendly. That would strengthen galaxy and alliance collaboration at the expense of 'friends' (and pets). But I don't think this will be implemented. It's not that easy to make. You'd have to calculate the battle init by init for each participating fleet.
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Unread 3 Jan 2008, 22:24   #12
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Re: Implement friendly fire/aggressive attack mode ?

Theres a few problems I foresee with this.

1) As Jer said, it does make attacking complicated a little, and thats a big annoyance factor.

2) Also, sometimes def comes from places other than ally and galaxy, so you'd end up complicating def as well, not good.
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Unread 4 Jan 2008, 05:53   #13
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Re: Implement friendly fire/aggressive attack mode ?

Friendly fire is too complicated -- do you trust your big allies to not try and cap ships off you?

Aggressive attack mode, on the other hand, makes good sense.

Paranoia ftw.

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Unread 4 Jan 2008, 07:23   #14
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Re: Implement friendly fire/aggressive attack mode ?

I like this idea, and was part of the last thread on this, but I do agree with the argument that this would make combat much more complicated, and given the bugs that already exist in the combat engine, do we really want to potentially add a bunch more?
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Unread 4 Jan 2008, 13:48   #15
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Re: Implement friendly fire/aggressive attack mode ?

I like the attack code system, pretty much like the buddy packs code I suppose... This is the simplest thing.

If 2 or more fleet share the same attack code (that code would be provided when you set your mission), then they won't fire at each other, and be in fact "merged" as one attack fleet. All the rest is hostile. Neat & clear to me.

Defence shouldn't have those codes, as basically, any defence sent is supposed to defend against all attackers on a planet, and surely not shooting at other defenders...
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Unread 4 Jan 2008, 17:33   #16
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Re: Implement friendly fire/aggressive attack mode ?

There'd be no point in defending than, just get out-of-tag people to attack the same planet with their own code, than you screw up the other guys attack by taking roids as well as killing them. LOL a whole new way to farm!
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Unread 4 Jan 2008, 18:36   #17
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Re: Implement friendly fire/aggressive attack mode ?

Quote:
Originally Posted by Gerbie2
The easiest is to just automaticly make ingal and in-alliance collaboration friendly. That would strengthen galaxy and alliance collaboration at the expense of 'friends' (and pets). But I don't think this will be implemented. It's not that easy to make. You'd have to calculate the battle init by init for each participating fleet.
Oh right, I was going to say something about that in my first post but I forgot. You're right, it probably requires too much coding for it to be implemented. Still, I like the idea.

As for jer's argument, it really doesn't need to be that much harder for most players. Bcalc makers probably need to put some effort in, but not more than PA Team (and we all know which of the 2 is more lazy!).
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Unread 5 Jan 2008, 23:36   #18
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Re: Implement friendly fire/aggressive attack mode ?

Another point I like to add to my attack code idea..

As mentioned above, both fleets kinda gets merged into 1 attack fleet.
If only one can be on to check, he can recall both fleets, or just his own.
Yes, 1 guy can fk up the attack. = fun.
Yes, only one have to be on to check. = fun
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Quote:
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I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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Unread 7 Jan 2008, 04:03   #19
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Re: Implement friendly fire/aggressive attack mode ?

It solves piggying a bit.

But it also kind of backfires on another attack.
Top10 planets are a bit uuh too "well"-protected.
So 3-4 alliances joint attacking in 10-waving in 5 etas to "bring-the-evil-planet-down" will kind of kill each other..
That will make top10 a bit more static..

Implement joint-attack-BP codes?

Last edited by X-COM; 7 Jan 2008 at 04:19.
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