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Thanks for playing. I hope everyone had enjoyable games. There is likely to be another test soon to test fixes for treaties and a parallel attack system.
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Thanks for playing. I hope everyone had enjoyable games. There is likely to be another test soon to test fixes for treaties and a parallel attack system.
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I saw the wormhole activation issue and have tried this:
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I saw the wormhole activation issue and have tried this:
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https://user-images.githubusercontent.com/1318249/37882370-7b49bf36-30ee-11e8-8046-fa82db66bd6b.png
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https://user-images.githubusercontent.com/1318249/37882370-7b49bf36-30ee-11e8-8046-fa82db66bd6b.png
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Now disabled wormholes are a bit larger and adv. wormholes are green icons pointing to the left. This should make it clear when a planet has an active wormhole. I am not too keen on hiding the enabled wormholes from the map completely as then they would either have no icon in the structures screen or have an inconsistent icon. I don't think the position of the faction icon is an issue for clarity, as planets have colour-coded names, but they could be closer for neatness. I agree that the clan icons should not animate.
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Now disabled wormholes are a bit larger and adv. wormholes are green icons pointing to the left. This should make it clear when a planet has an active wormhole. I am not too keen on hiding the enabled wormholes from the map completely as then they would either have no icon in the structures screen or have an inconsistent icon. I don't think the position of the faction icon is an issue for clarity, as planets have colour-coded names, but they could be closer for neatness. I agree that the clan icons should not animate.
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Treaties need fixing ([url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2119]ticket 2119[/url]) as the defensive pact and staging point treaties were found not to work. Some may be removable but I think we at least need a way to aid in the defense of another faction (either one of their planets or all of them).
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Treaties need fixing ([url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2119]ticket 2119[/url]) as the defensive pact and staging point treaties were found not to work. Some may be removable but I think we at least need a way to aid in the defense of another faction (either one of their planets or all of them).
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We've come up with an extension to the invasion phases system which should solve many of the issues that people raised ([url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2132]ticket 2132[/url]).
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We've come up with an extension to the invasion phases system which should solve many of the issues that people raised ([url=https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2132]ticket 2132[/url]).
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* @maackey reported that they felt the need to camp the PW tab just to get into a game. Even if they clicked 'join' fast enough they might not have clicked the first planet to fill. This lead them to wanting to take part in planetwars but often missing out.
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* @maackey reported that they felt the need to camp the PW tab just to get into a game. Even if they clicked 'join' fast enough they might not have clicked the first planet to fill. This lead them to wanting to take part in planetwars but often missing out.
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* @DeinFreund does not like that new players can accidentally 'waste' important battles by clicking the 'join' button first. This is most problematic when attacking or defending warp dropships. DF wants some way to reserve these attacks for their elite inner circle.
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* @DeinFreund does not like that new players can accidentally 'waste' important battles by clicking the 'join' button first. This is most problematic when attacking or defending warp dropships. DF wants some way to reserve these attacks for their elite inner circle.
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* We ( @Licho and I) don't want planetwars to move any further towards being an elitist activity which is optimally played by a small number of highly coordinated players. A core of coordinated players should exist in each faction but that should not be all there is. Disorganized new players should be designed as a net positive to their faction and they all players should have the opportunity to play planetwars games. Factions should want to attract new players.
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* We ( @Licho and I) don't want planetwars to move any further towards being an elitist activity which is optimally played by a small number of highly coordinated players. A core of coordinated players should exist in each faction but that should not be all there is. Disorganized new players should be designed as a net positive to their faction and they all players should have the opportunity to play planetwars games. Factions should want to attract new players.
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The design we came up with to solve these problems is parallel attacking and defending. In short:
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The design we came up with to solve these problems is parallel attacking and defending. In short:
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*
Multiple
planets
can
have
their
quota
of
players
filled
on
attack
or
defense.
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*
The
signup
phase
(
for
both
attack
and
defense)
is
not
terminated
as
soon
as
the
first
planet
reaches
its
quota.
This
allows
people
to
sign
up
and
fill
the
quota
on
multiple
planets.
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*
The
parallel
attacks
and
defenses
are
launched
simultaneously,
either
creating
challenges
or
responding
to
challenges.
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*
At
some
point,
all
full
battles
are
launched
(
either
sending
an
invasion
challenge
or
starting
a
game)
.
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* Players who are not in a full battle when the launch occurs are reshuffled to create full battles.
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* Players who are not in a full battle when the launch occurs are reshuffled to create full battles.
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* Highly ranked faction officials can replace lower ranked members in an already full attack or defense. The displaced player is automatically moved to a different planet.
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* Highly ranked faction officials can replace lower ranked members in an already full attack or defense. The displaced player is automatically moved to a different planet.
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Read the full ticket for an explanation without any lies-of-simplification. This system should allow (almost) everyone who signs up to attack to launch an attack. Everyone gets to participate and the faction leaders get to step in for particularly important battles. Everyone may not get to participate on defense but attacking is the more glamorous activity so I feel like this is fine. Furthermore, the parallel system does not exacerbate the issue of two players conquering the whole galaxy in an evening because you need more players to launch parallel attacks.
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Read the full ticket for an explanation without any lies-of-simplification. This system should allow (almost) everyone who signs up to attack to launch an attack. Everyone gets to participate and the faction leaders get to step in for particularly important battles. Everyone may not get to participate on defense but attacking is the more glamorous activity so I feel like this is fine. Furthermore, the parallel system does not exacerbate the issue of two players conquering the whole galaxy in an evening because you need more players to launch parallel attacks.
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[quote]Maybe PW shouldn't allow turns if there's not at least, say, three active players of each faction logged in. Maybe even higher? High enough that you don't get many "no defense" turns, but not so high that you miss out on games that could have happened. [/quote]This violates the ideal that disorganized/new players should do no harm to their faction. The optimal strategy in this case is to only have your highly skilled players log in, and then they should only come online in sufficient numbers to dominate. Optimal play in this PW involves (almost) nobody playing any games.
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[quote]Maybe PW shouldn't allow turns if there's not at least, say, three active players of each faction logged in. Maybe even higher? High enough that you don't get many "no defense" turns, but not so high that you miss out on games that could have happened. [/quote]This violates the ideal that disorganized/new players should do no harm to their faction. The optimal strategy in this case is to only have your highly skilled players log in, and then they should only come online in sufficient numbers to dominate. Optimal play in this PW involves (almost) nobody playing any games.
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On the question of pacing, we are unsure how long planetwars should last so have some levers in the design to affect the pacing. The two main ones are:
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On the question of pacing, we are unsure how long planetwars should last so have some levers in the design to affect the pacing. The two main ones are:
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* Maximum planet influence. Planets would take twice as long to conquer if their influence capacity was 200.
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* Maximum planet influence. Planets would take twice as long to conquer if their influence capacity was 200.
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* Victory Points required to win.
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* Victory Points required to win.
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Ten day planetwars sounds like a fine plan, although it would be hard to aim exactly as it depends on player activity.
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Ten day planetwars sounds like a fine plan, although it would be hard to aim exactly as it depends on player activity.
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Does anyone have any opinions on the metagame balance? In a proper round of planetwars there would be a buildup time during which people can stand for election. Also, the factions would not be cheated 10k metal or be 'run' by test accounts. We may try this system for the next test, although I would still want test accounts with diplomacy powers to test the treaty effects. The only piece of feedback on the metagame I have is that the Artefacts could cost much more energy to activate (600 to 1000?) and could take more turns to activate, since we have the rush system.
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Does anyone have any opinions on the metagame balance? In a proper round of planetwars there would be a buildup time during which people can stand for election. Also, the factions would not be cheated 10k metal or be 'run' by test accounts. We may try this system for the next test, although I would still want test accounts with diplomacy powers to test the treaty effects. The only piece of feedback on the metagame I have is that the Artefacts could cost much more energy to activate (600 to 1000?) and could take more turns to activate, since we have the rush system.
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