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The next Planet Wars

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5 years ago
With the influx of new players, I feel like a Planet Wars should be in order. Personally, I came to Zero-K from TechA back in the day when ZK was still on the spring server just to play Planet Wars, and then drifted away after Planet Wars went into stasis. When I came back a week or so ago, I was impressed at how much everything changed and how the last season of PW was refined. I feel a new season of PW would do a great part in player retention, and would like to know what are the plans for the next one.
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5 years ago
CZrankAdminLicho and I are fairly busy but we want to run one when we have time. What do the people who played in the pre-release test think about the state of the invasion launcher? Is the new parallel design required or would we be fine running with the implemented one?
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5 years ago
I thought we kinda concluded that we needed the parallel design to deal with all the new players. It was already an issue than some important missions would get hijacked by some random person.
Assume we are still going with the weekend solution as well.
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5 years ago
Some faction positions in plant wars say "controls ground troops in battles" but I don't know if that even provides a function. There are concerns about newer players(alright, I mean worse players. a bunch of the newer players don't count here) jumping the gun on planetary defenses, so it could be a good idea to create a role who moderates who gets to play certain battles.

Planets are designated as "high priority" planets in 2 ways. 1: the home world or neighboring the home world or 2: set by faction general. Faction general can only declare one "high priority planet" at a time, with an hour's delay between switching it(other wise abuse coming up.) Faction general and anyone who they see fit becomes a governor of the matchmaker in some way, where if there's players joining an attack or defense of a planet that is "high priority," everyone who joins the matchmaker for this planet joins a queue and the general or players they deem fit get to hand-pick the duo or trio of commanders joining the fight. On defense, if clock hits 0 from 5 mins a squad is randomly chosen from the queue. On attack It's a lot more complicated, because it may not even be needed, but for the sake of my perspective "if a planet gets max players allotted, the queue jumps to 1 min remaining. The first planet to get the required squad gets priority, unless the general/general's sub position chooses a full squad for the high priority planet from the high priority planet's queue."

The idea of this system is to allow faction leaders to concentrate war efforts without preventing the "do no harm" aspect of letting players play their own battles, or to interrupt the flow of new battles starting. New players should be able to join battles for attack and defense of normal priority planets with almost no hiccups but the faction should also be able to put their best players where they want them, with large constraints. Players must be online, you cannot stop a faction from steamrolling during good players' off hours, and MOST IMPORTANTLY this high priority only accounts for 4 planets on the map: the home system and one point to move. Abuse could be switching that point furiously preventing the lowest skill players from playing, but if there's a time cap after change then that abuse falls away. Unless a faction is bottled up only in the home world, then there is incredible harm wasting turns because the win condition is so close.

However, there may not be enough players to need such a complicated system in the first place, and I have 0 ideas about implementation, because implementation in-lobby already looks a bit sparse planet wars side.
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5 years ago
Having the position of controling ground units means you are prioritized to be in control of pw structures even though there is a higher ranked player present.
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