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PlanetWars remake

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11 years ago
When it coming out?
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Nobody really knows. It will take some time to finish it, especially since the development team is split into 3 camps about what should be done with it. Get a look at this thread.
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11 years ago
I think we can remake planetwars once someone has a provably working design.
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11 years ago
I believe that current planetwars is well enough designed and just needs restart.
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11 years ago
quote:
a provably working design

Well how'd you go about proving that a design works in another way than testing it?
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Maybe remove one faction.And change picture.
And add more star system.
Who can restart planetwars?
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11 years ago
I'm in favor of a restart as well.
I got into PlanetWars and ZK proper during this PlanetWars season.
We should probably have fixed durations for seasons, A la DOTA and Awesomenauts.
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11 years ago
A concept drawing of the remake for PW is attached. Please let me know what you think about it. I did not try to address any specific issue except for connectivity about which Licho used to complain a lot (and it was a good point). Also, there are more artifacts which are less devastating than winbutton, but still offer serious argument in any debate.

https://docs.google.com/file/d/0B5pCsP4WasIiLUtWYUNfTUZDMWM/edit?usp=sharing
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@[GBC]HeadHunter: I'd suggest decreasing the scale, either by rebranding "galaxies" into spiral arms, or into star systems altogether.

The "galaxy core" seems to favor the first approach.
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11 years ago
We could also make it a war on a single planet (it just needs different map and new images for planets).

Also map should be more connected with less linear links than before.
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11 years ago
Can I suggest making a really simple implementation of planet wars?

Two sides, and trophies go to the best players ( on both sides). Sure one "side" will win, but everyone can get trophies.

Apple is good at making things really really simple, so that anyone can use/participate.
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11 years ago
I think a really simple version would be best. Can you define it slightly more than you just did?
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11 years ago
Define "best"
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11 years ago
how about most victorious clan (clan who wins most battles?/planets in winning faction gets gold)?

for silver, bronze (even losing faction is included) (so losing faction could even have both silver and bronze awards)?


and give "end of game" type awards (reclaim, Ca, mex, etc) for the entire season? if one player in the entire season had the most reclaims, then he wins that award for the season?

these are just ideas

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11 years ago
When does "clan" win a game?
And why do you want to base it on activity only?

Winning game = 50% chance
Win game count = games played * win chance

Therefore you are giving the biggest and more active clan the free pass to "victory"
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11 years ago
Why I want it compartmentalized - so that the war is focused on strategy and resource gathering more than on stupid fighting over singular dropships like it used to be in previous pw. I do want finite resources, so multiple planets are needed to support growing economies. I do want the win to be based on politics combined with war effort which is based on PW economy, not ingame mecahincs - as Licho has noticed before the win chance is 50% by default.

But what if every player on your team starts with a free solar? What about two free solars and a second free fac? Then this 50% balance changes, but it takes up strategic resources. This should prevent the ELO abuse that we have seen happening before, and it should also provide more opportunities for strategic thinking which is one of the points of PW.

WRT connecting the map - by default it comes 100% connected, there are no "links" in conventional PW sense - only inside the galaxies, and inter-galaxy jumps can be aimed at any world there.

Overall the point of the remake is to promote tech advances of the clans before offense, as tech supports your war effort in more than just bombers. In addition it could resolve a few issues with influence decay through open links, because there will be less links between worlds in conflict.

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Last PW was my first PW, so I can't tell differences in the different versions.

For a lot of rounds, I actually found it highly interesting and the system worked nicely (from my view), sending dropships to planets considered important and actually fighting the battles there was cool, seeing diplomacy going on in the background was great and also getting tips and commands from other in the faction was appreciated by me... so overall i really think it added greatly to the ZK experience, as battles where fought for a reason...

Then it came to a stalemate and (for me) more or less all of a sudden nobody wanted to play PW anymore... not really sure what exactly was causing it.

Now, since months little to nothing seems to happen (to me). Is is not possible to takle only one thing to try to get rid of the stalemete. Of shouldn't we even try to just retry the existing concept to see if it would work in a second run?

My thinking is that to restart the existing system as is would be better than not having PW at all.

Just my thoughts.
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Well PW is based on the Risk game which is super old, but adds a few mechanics to it (like influence spread). I personally do not think that the core of PW is broken, but there are a few mechanics which can be abused badly, for instance the IP spread and decay is abusable through the roof. Bomber factories in sufficient quantities are an insta-win button as well, and dropship production off battles essentially guarantees the stalemate if only 2 factions remain on the battlefield - which was kind of the case in the last PW.

The reason for stalemate was quite simple. When the dynasty vs FM massacre started, most of the dynasty dropships were produced by the Liberty and most of the FM dropships - by Empire, because they were not actually spending them but just participating in battles. But, of course, when dynasty started to grow and GBC became overhuge, the production of the dropships increased and it became next to impossible to actually stop the conquest - at which point the machines just stopped playing PW => no turns => no game. Is it something that needs a change? Probably. If the dropship production was bound to planets not players the balance would have been completely different.

Anyway, I am making a more detailed version of the new galaxymap with more open connections in mind, when it is ready PW is going to get a restart, which is good no matter if the rules are changed or not.
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11 years ago
http://springrts.com/phpbb/viewtopic.php?f=1&t=17066&start=38

The core problems with PW have nothing to do with the mechanics of the metagame. The problem is that matches will be unbalanced. If we try to enforce balance too much then it becomes impossible to start games. If balance is lax then people will avoid playing games which don't favour them. It's also no fun to play unbalanced games.

For PW to advance people have to stop talking about the minute of the meta-game and work on solving the core problem. Suggest entirely different faction system, reward system etc...

There are some simple rules. This list is not exhaustive.
(1) For two players fight on the same side in a battle then they must both want to win the battle.
(2) It is very annoying when new/clueless players of your faction are exploited such that your faction is disadvantaged.
(3) You should not be able to sabotage a faction from the inside.

With condition (1) it is not sufficient to give players a large reward for winning battles. If a meta-game opponent is on your team it is possible that them not having the reward is much more valuable than you having the reward. From this condition I think we either need to set battle teams strictly along faction lines or completely rewrite the reward system.

Condition (2) covers the unknown players of your faction playing at a time when they are disadvantaged. If factions were as small as clans the players should know each other well enough for this to not be an issue.

We could relax the require that battles are balanced. Perhaps give out meta-game rewards based on the expected value of victory for either side. Due to condition (2) I think this would require a clan based planetwars. As it becomes easier for your allies to stuff up it becomes more important that you know them and can leave the clan. But this creates massive matchmaking problems, who organizes clan battles? It would be very hard for a new player to get into this game. I don't think we can reasonably limit clan size.
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Hypothetical fix for 2): Being able to participate in defensive or offensive battles a privilege and a military rank.

This would also give the counterparts of current "generals" more things to do, such as hand out combat passes.

If ease of participation is desired, offensive or mercenary games could be played by anybody.

Essentially, this would give some control over who fights where to the faction's planners.
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