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reboot Planetwars?

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2 years ago
quote:

So at the title you can already read it, I have never played the "mode" Planetwars, but I could well imagine this mode to play times? (heard only positive)

Was there a reason why Planetwars was shut down?


+5 / -0
2 years ago
Can I as a complete n00b get a quick rundown on what is PlanetWars and why should I care about it?
+1 / -0

2 years ago
Can someone design some kind of micro-planetwars so it doesn't demand too much dev time?


What is the core principle of planetwars?
+1 / -0
Planetwars hasn't been run in a while because the last couple of times it was run exposed some significant failings in its gameplay design. Altering how Planetwars works, even if the target is a relatively simple design, is a complex programming task that

(a) requires significant infrastructure development work, which nobody seems to have the required combination of time and expertise to do at present - I have tried in the past and may try again in the future but C# is just not something I am particularly experienced in
(b) has to coordinate between the infrastructure, the lobby, and ZK itself

You may rest assured that the reason Planetwars has not run in a long time has nothing to do with somebody or anybody not wanting Planetwars to occur. It's just not an easy task.
+2 / -0

2 years ago
Yeah, I'm an up-and-coming programmer myself and development like that takes FOREVER. Plus using #C alone is taxing labor, 'cause it has a lot of elements from the dreaded C (though more advanced).

Getting the community to cooperate would be tough too. That said, another Planetwars sounds like dramatic fun.
+2 / -0
2 years ago
Path of Exile makes a big Steam announcement every 3 month when they start a new league and draws in many new players. Im was wondering if we can do the same with Planetwars seasons. Does anybody know if they pay Steam for this or they just present it as a new "release"?

Of course, this would require solid and tested mechanics to be implemented where multiple battles can happen at the same time and where it's not so bad for the faction if some noob joins a random battle and looses it. But maybe this raises the priority for PW development.
+5 / -0
2 years ago
quote:
What is the core principle of planetwars?

In Dutch this is called the bacon question.
+0 / -0
A quick explanation on how planetwars works and what the problems are more or less:


At the moment, with the current map there are 3 factions that player can join. It doesn't matter what the factions stand for, it are just teams basically. (And yes there are other maps with other factions)




The goal:
All the factions have the same goal, which is to capture another factions main planet.
(On the map these planets are highlighted)

The way to reach the goal:
Capture planets from the other team until you are in reach to capture the main-planet

How to do this:
Every 15 minutes one of the factions can send out 1 attack team. So you form a team of 3 players at max, and descide which planet you want to attack. The faction that holds the planet then has a certain amount of time to fill out the at max 3 defender spots. (Yes 2v3 or so is possible) When a faction attacks their time ends and the next factions time starts. If a faction does not send out a team their clock just runs down and then the next factions time starts. ASO.


Each faction has a certain "influence" on each planet. This means to own a planet you need to get your value to be the highest. And that value changes if your attack team wins.


Now there are some other fancy mechanics like the whole infrastructure & diplomacy stuff. But since there are always only very few players doing this stuff (1 for each faction to be exact) i wont go into details with that.



Now the problems that exist with the current system:

1st: The balance
Duo to the faction descriptions and some big clans, the factions are at this point not balanced at all.
You just need to go to the individual faction pages and will immeadiatly notice:

Empire has barely any members, because of its description, and also to some degree because of the people that were back in the day part of the faction. However, in the last planetwars round, PRO was fighting for, which was a very hard team to beat.

Then Dynasty, the basically 1 clan faction. TheGBC basically owns this faction and therefor calls all the shots within it. GBC always had a good amount of activ&strong players so that was always somewhat fine until last planetwars where they just couldnt rly field any teams. Therefor the last planetwars was more of a 1v1 and later rush to an undefended capital.

And last but not least Federation. Federation is the every guy faction. Its description is very welcoming, which led to Federation having way more players then the other factions. Of course this also led to some big clans joining Federation, atm this is mostly INrankMumble Clan, but back in the day it was namely Mean. But as I wrote, a great number of individual strong players also joined.

As you can see, to balance this out would need some effort.


2nd: The "random" factor.
Now, during a planetwars round, when a faction is having their attack time. Every faction member is shown a big button on their screen calling for them to join the attack team. And what does every curious newbie does?....
This means, you are currently discussing with your teammates what you are supposed to do. And suddenly 3 newbies jump into that game and waste you attack move. This was always a big problem within Federation for example.


3rd: The kinda overpowered influence of planetary infrastructure.
The main-planet in particular has a lot of infrastructure already build on it before the game starts. But of course it only assists the defending team. The infrastructure mainly gives e-income. But if your team starts with +60e and you don't well then it just doesnt matter. Not last, but the previous planetwars Federation had fought its way all towards the capital of Empire. And I think we played like 6 or even more games, and just could even win once.
(You need to win way more then once to capture a planet) And we litteraly fielded the strongest set of players we had available. So when you are at your capital, and you can field a strong team. You will win.

4th: The low number of players.
A big problem for Empire and Dynasty is always the time-periodes where no-one is online to defend your planets, because planetwars never stops until someone won. Eg. If you can just outlast the other team till the defenders go offline. You will autowin all the following games. And since often Empire or Dynasty relied on very few people to do the job... the result are obvious.

There are some other issues, but this should cover the main problems.
I am sorry if anything I have written down is wrong, it has been some time...

+5 / -0
2 years ago
Now we could "fix" a great deal of those problems with player agreements, mainly the balance, and none players online etc.
But some random newbies would probably ruin that....
+1 / -0

2 years ago
It sounds like that can be reduced to a capture the flag mode where the flag can be the 3rd thing you place at the start of a game.
+0 / -0
2 years ago
well no
because you also need to other surrounding planets for the infrastructure stuff.
Eg. to build bombers and dropships to cap planets faster.
+0 / -0

2 years ago
Why do you need have to account for other surrounding planets in a self contained game mode? ZeroWars doesn't have to do that.
+0 / -0
2 years ago
Each planet gives you ressources and space to build factories on.

These can be used to get dropships and bombers, both will make your attacks easier & more efficient.
Also when you only use one path to attack your opponements, its easy to counter it. Just always defend that line with a strong team.
But when you attack on multiple lines you can send in attack teams with the only purpose of keeping strong players occupied while the real attack is happening somewhere else.


Dropships&Bombers kinda make "rushes" possible.
+1 / -0

2 years ago
quote:
Why do you need have to account for other surrounding planets in a self contained game mode?

Planet Wars matches are not self contained, that's the whole point.
+1 / -0

2 years ago
Is the core principle of planet wars the fact that the matches aren't self contained or is it something else?
+0 / -0

2 years ago
The core principle when it comes to ingame matches is that there is an overarching metagame which impacts each match's setup and in turn is influenced by actions of that match.
+2 / -0

2 years ago
Can we get away with deeper data analysis of the games and some markers for some events that were planned?
+1 / -0
2 years ago
Just thinking about it, we could have another round, announced when etc. Just for fun tho, even if the functionning isnt ideal I always had great fun playing it.
+3 / -0

2 years ago
The problem with there being long periods of time where people aren't online could be helped a little bit, isn't there a vote that asks if planetwars should only run on weekends? it might be annoying for some people but people that are busy during the week would be able to participate in planetwars more, but I am not exactly sure how that would work.
+2 / -0

2 years ago
quote:

USrankLawesome9:
isn't there a vote that asks if planetwars should only run on weekends?
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I just mean that the (new) players do not know it yet and before there is somehow extremely much time vested, it would be enough for me with the old factions (maybe unbalaned) and you can then see how popular it is (still)?
You could start with just weekends or even just one day on the weekend.
+2 / -0