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Planetwars Test Mechanics

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Date Editor Before After
4/12/2026 4:42:22 PMAUrankAdminGoogleFrog before revert after revert
4/12/2026 4:36:45 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 We restarted planetwars with a new set of attack mechanics. These turned out to have design flaws, so we've just rethought them and pushed another update. To clear up confusion, here is what the new mechanics are meant to be doing. Also it is late, so I expect to flip grammatical cases mid-sentence. 1 We restarted planetwars with a new set of attack mechanics. These turned out to have design flaws, so we've just rethought them and pushed another update. To clear up confusion, here is what the new mechanics are meant to be doing. Also it is late, so I expect to flip grammatical cases mid-sentence.
2 \n 2 \n
3 The attack phase for a faction works as follows: 3 The attack phase for a faction works as follows:
4 * Any number of players can launch invasions during the attack phase. 4 * Any number of players can launch invasions during the attack phase.
5 * A planet can be attacked by any number of players. Doing so will create a single large battle with that many players. 5 * A planet can be attacked by any number of players. Doing so will create a single large battle with that many players.
6 * The attack phase lasts five minutes. 6 * The attack phase lasts five minutes.
7 * At the end of the phase invasions are created and sent to the defenders to respond to. 7 * At the end of the phase invasions are created and sent to the defenders to respond to.
8 * Invasions are only launched on planets that reach their attacker threshold (which is 2 or 3, as before). 8 * Invasions are only launched on planets that reach their attacker threshold (which is 2 or 3, as before).
9 * If multiple planets are below their threshold, the players on those planets are amalgamated into minimum-size invasions on one or more of them. Priority for amalgamation follows Faction Rank (I recall Faction Rank being whether you have a role that "Coordinates ground forces in battles", but it might be something else.) 9 * If multiple planets are below their threshold, the players on those planets are amalgamated into minimum-size invasions on one or more of them. Priority for amalgamation follows Faction Rank (I recall Faction Rank being whether you have a role that "Coordinates ground forces in battles", but it might be something else.)
10 \n 10 \n
11 Note: The UI is not that great at telling you that you are in a launched invasion. Bear with us here. 11 Note: The UI is not that great at telling you that you are in a launched invasion. Bear with us here. The site page says who is attacking what, if it shows the planet you selected, then you are in the attack: https://zero-k. info/Planetwars
12 \n 12 \n
13 Note: If the planet you are attacking says 2/3 near the end of the attack phase, consider coordinating a switch to a different planet!! 13 Note: If the planet you are attacking says 2/3 near the end of the attack phase, consider coordinating a switch to a different planet!!
14 \n 14 \n
15 The defence phase starts when the attack phase ends, and proceeds as follows: 15 The defence phase starts when the attack phase ends, and proceeds as follows:
16 * Multiple planets can be in need of defense, but only the defending faction can see what they are (needs a protocol update to fix this). 16 * Multiple planets can be in need of defense, but only the defending faction can see what they are (needs a protocol update to fix this).
17 * Planets show X/N where N is the number of attackers and X is the number of people signed up to defend. 17 * Planets show X/N where N is the number of attackers and X is the number of people signed up to defend.
18 * If no defenders show up, the attackers get an automatic victory. 18 * If no defenders show up, the attackers get an automatic victory.
19 * If any defenders show up, a battle starts. If there are fewer defenders than attackers, then defenders will receive up to two commanders each. 19 * If any defenders show up, a battle starts. If there are fewer defenders than attackers, then defenders will receive up to two commanders each.
20 * The defense phase lasts 10 minutes, but this is reduced to 30 seconds if every attacked planet (for all factions) has enough defenders. 20 * The defense phase lasts 10 minutes, but this is reduced to 30 seconds if every attacked planet (for all factions) has enough defenders.
21 \n 21 \n
22 Note: Factions can make up for slight numbers mismatches by not sending everyone to defend! 22 Note: Factions can make up for slight numbers mismatches by not sending everyone to defend!
23 \n 23 \n
24 The defense phase has a few details to do with how players are allocated. 24 The defense phase has a few details to do with how players are allocated.
25 * If too many players show up to defend a planet, they are reassigned to a planet that needs them, with high PW-Rating players receiving priority to stay on their selected planet. 25 * If too many players show up to defend a planet, they are reassigned to a planet that needs them, with high PW-Rating players receiving priority to stay on their selected planet.
26 * If more players try to defend than there are slots that need defending, the excess players don't play a defense. They get to attack! High PW-Rating players have priority to be selected for defense. 26 * If more players try to defend than there are slots that need defending, the excess players don't play a defense. They get to attack! High PW-Rating players have priority to be selected for defense.
27 \n 27 \n
28 IP gains were tweaked as follows. 28 IP gains were tweaked as follows.
29 * Base IP gain is 32 + 1 per attacker. 29 * Base IP gain is 32 + 1 per attacker.
30 * Note: The ingame UI does not show the +1 per attacker, but it is there. 30 * Note: The ingame UI does not show the +1 per attacker, but it is there.
31 \n 31 \n
32 The turn and economy system accounts for these changes as follows. 32 The turn and economy system accounts for these changes as follows.
33 * Previously, one metagame turn would happen at the end of each battle. 33 * Previously, one metagame turn would happen at the end of each battle.
34 * Now, the metagame turn happens as soon as the defense stage ends. There is only one turn regardless of the number or size of the invasions. 34 * Now, the metagame turn happens as soon as the defense stage ends. There is only one turn regardless of the number or size of the invasions.
35 * The turn does not happen if a faction does not manage to launch any attacks. 35 * The turn does not happen if a faction does not manage to launch any attacks.
36 * The end result is at most one turn every 5 minutes (the attack timer) 36 * The end result is at most one turn every 5 minutes (the attack timer)
37 \n 37 \n
38 It's good to see so many people trying out PW in its current rough state. Thanks for being accommodating and hopefully we can run a stable round soon. 38 It's good to see so many people trying out PW in its current rough state. Thanks for being accommodating and hopefully we can run a stable round soon.