26

Re: core

and dont get me wrong, my point is, if you want X non attackable systems as the family core, what you're doing actually is a waste of space, when all those systems can be joint into one.

Re: core

I consider 2% to be on the higher side of the scale.

Basically (using MW numbers now) will give you a rough core size of 35 systems. Thats equivilant to 700+ planets. Untouchable to attacks. Split them between your 2 or 3 poppers and have them only build op defense, like Jag said, and they can infinitely jump over and over according to how the market pans out or ressies (I would assume even with these starving, they would still net more than a CFer and end up profitable - especially not paying fleet upkeep)

You have to remember that even if ppl set 50/100/200 core sizes, they never own 100% of those planets in that core and those planets are in danger of being attacked/NAPs are able to be dropped/securing that area to begin with takes resources and time etc. None of that applies to this core setting, they are free planets to use whenever you see fit. You could explore outside of this all round if you wished and then save this whole set core for later when the gal fills up (if you were agressive enough to hold the systems out side of it - might not be hard with ppl turtling in their set core etc)

Though this helps with keeping smaller fams safe, it also protects those bigger fams that wish to infra whore all round also. Making the NW gap bigger in the end.

Lots of abusable means/strats available to fams who have a safe area to retreat to if all else fails.

These things need discussion, keep talking guys smile

"I lie down next to an angel, fall asleep and fly with the demons"
I once prayed to god for some planets, but quickly found out he didnt work that way

Re: core

you are right, in mw 2% is too much.
i think a set number might be better than a %.
i am on my phone atm, so not easy to check, but i imagine 1% of planets in pw is a bit low.

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Primo

Re: core

Could change Home systems to Home clusters i.e. cluster of 9 systems in the middle of which is the HS.

system 1................system 2................system 3
system 4................system 5(HS)................system 6
system 7................system 8................system 9

all right next to each other
all these 9 systems become unattackable = about ~200 planets


But you need to find a good way of enforcing the outlawing of claiming cores apart from these 9. Whats to stop families making unofficial NAPs with bigger core lists?

And I still think this can be abused a lot. Everytime they get attacked, they can just go "back off or we're going to ruin your round by sitting in core and opping you all round long"

Re: core

All this junk is why I got bored playing.

It's a game about conquest. Almost every measure taken to babysit losers makes the game less fun.

I have an idea. If you can't defend any systems, you don't get any systems! Sounds like it'd be suspenseful and nerve-wracking and make for a competitive game!

[I wish I could obey forum rules]

Re: core

that's what i have been saying, jag tongue

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Primo

Re: core

and as for the enforcing core deals thing
it's hard for a family to communicate cores between families if you can't do it ingame.
Just IA it, you can't enforce cores in chat only. (only very rough "don't get into sector 2" kinda things)

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Primo

Re: core

Pie, how difficult is it to modify the randomized for system placement to include 9-10 systems to immediately surround a familys hs? If we did that, and made it unable for any other fam to own a planet there, then that's a better idea. Good job primo and jag.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: core

And yes, make any kind of core agreement or limiter of exploration/planet ownership a violation of IA rules. That would prevent any kind of abuse.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

35

Re: core

meh you're doing it more and more complicated hmm

you missed my simple idea or dont even taking it in consideration?
Make the HS a special system with 100 planets and a fixed DS you cannot move, now add an extra default DS you can move.
And play the game like its always been played, any system is attackable and explorable.  The idea of enforcing rules on several systems is a waste of space/time/efforts, when all you want is to define a core so small fams have (at least) 100 planets to play their round.

And this is a great help for the small fams yes, so if any small fam isnt able to explo his HS or let an enemy portal up in the HS then they deserve to be killed (kinda hard anyway to kill a fam hitting a DS of 100 planets).

Re: core

Render, your idea would work to help the situation, but not solve it.  There needs to be a transformative solution that 1. stops fams from getting stacked in the first place, and 2. provides opportunity for any fam to win round based on their skill and effort.

Fams that want to play honorably and protect small fams and fight bigger fams should be able to form a faction.  you have it set up where fams who join this faction are actually forced to play honorably.
Fams that want to play dishonorably and do whatever it takes to win including farming small fams should be able to form their faction, where they are forced to play dishonorably.

***These two factions should be fighting each other pretty much all round long.

Third faction or neutral faction of fams who don't chose either side should be left out of such war, and be permitted to pursue their round as they see fit, whether by playing honorably or dishonorably.

All players are already in one of these three camps.  It's time to legitimize them.

Re: core

I think Renders idea is better.

Put 100-200 planets in HS instead of making 9 systems.
That way we achieve what we want without screwing with the galaxy map.
But a DS won't be enough, you need to make the planets un-attackable if you really want a 100% safe eco-zone.

Re: core

True.

We would just have to test the load speed/data rate on  mobile devices. Loading a system of 20 planets is easy and quick. I know when I had 1k+ planets, my planet page took forever to load.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: core

It won't solve the root problem.

Why not just give every player a home planet with 1000 build space.  It would have the same effect of not balancing what is an inherrently imbalanced game.

Re: core

Xeno, the game wil lnever be balanced. If you put your non-randoming measures in place, then when people join a family and they dont want to play with the ones there, instead of deleting, they will just sit idle until that fam kills them off.

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: core

okay, if you are killed off, you can't rejoin that gal until next round.  Problem solved.  no  more stacked fams.

42

Re: core

> xeno syndicated wrote:

> It won't solve the root problem.

Why not just give every player a home planet with 1000 build space.  It would have the same effect of not balancing what is an inherrently imbalanced game.

This idea is not bad
Arby said a system with 100 planets might take ages to load on iphones and such, and can certainly be an extra load for the server.
However, a HS with 50 planets could work, and everyone of those 50 planets are sized 1000.
This means you have a total core size of 50000

It is better than a 200 planets core at normal size (counting average size as 220 you'd have a core size of 44000)


The problem here is that you need to be half built to send your next explo, so you'd need to build 500 infra on your home planet hmm
So the initial resources should be insane to get that done, and here is where we're complicating it all again.

We should touch the less code possible to get this idea implemented, I mean, get a simple idea to save time, efforts and complexity of the game.


I have come with an elegant idea (while I was at the closet tongue)

Make a core of 5 systems of 50 planets each. The systems would be placed forming a cross in the map (X), so any enemy core is easily locateable.
This would make a core of 250 normal planets, and counting average planet size as 220 you'd have a core size of ~ 55000 (better than the other 2 options)

However it'd still take a lot of manual job for the mods, I said it's elegant, not easy smile

Re: core

Also, you can't mess with planet sizes because that messes with the basic aspects of building/eco such as OB percentages, planetary bonuses etc.

Have to change number of planets per system or number of safe systems or both.

Re: core

not realy jaq, upping home planet to double its size is basicly adding 1 planet per person in their home. ob wize its the same costs.

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Re: core

as render said, it has influence on exploration, amongst other things

i feel we are making this more complicated than it needs to be
plus we're inserting other ideas into this thread

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Primo

Re: core

Yes, Primo is right.

We have limited Dev power at the moment and Pie is flat out on many tasks, with Stefan helping from time to time when we reach him.

If we'd like any sense of this being implemented (and soonish) it needs to be as uncomplicated as possible smile

"I lie down next to an angel, fall asleep and fly with the demons"
I once prayed to god for some planets, but quickly found out he didnt work that way

47

Re: core

oki then lets start with a HS of 100 planets and a fixed DS, lets test that and see how it goes, and see how far can we go considering the devs and server load limitations.

That's the less complicated thing to do right now

Re: core

i think the cluster is easier to code tbh, but that's something pie should look into

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Primo

Re: core

i think the trickiest part of this is the math behind ensuring everybody has an "equal" core.  i think in theory it is simple but in practice... well, we'll see won't we =P

i'll add this to my list.  i will leave it to the mods to prioritize this.  if we can figure this out, it will probably be test-ran as a side galaxy to see how it plays out.

interesting input everybody!

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