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A redesigned PW

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Date Editor Before After
9/5/2012 4:01:32 AMAUrankAdminSaktoth before revert after revert
9/5/2012 4:00:02 AMAUrankAdminSaktoth before revert after revert
9/5/2012 3:57:26 AMAUrankAdminSaktoth before revert after revert
Before After
1 Just a heads up: We're not totally re-designing PlanetWars again. It has a few key issues that need to be addressed and we'll work on fixing them directly rather than overhauling the whole system. 1 Just a heads up: We're not totally re-designing PlanetWars again. It has a few key issues that need to be addressed and we'll work on fixing them directly rather than overhauling all the superfluous extra stuff which won't change those problems.
2 \n 2 \n
3 Playing to gain these kinds of statistics will radically change how the game is played because they do not necessarily coincide with winning. 3 Playing to gain these kinds of statistics will radically change how the game is played because they do not necessarily coincide with winning.
4 \n 4 \n
5 The things that make cost more than any other are actually static defense and AA (We have the statistics on this). If I want to keep my ratios high I will just spam defenses. Maybe sit behind defenses and use artillery, or large units I can repair. I will not use raider swarms to try and damage economy because while hitting economy often hurts the enemy way more than anything else you can do, they usually encounter defenses and do not technically make cost. On the flip side, at the end of the game it will be a race to see who can destroy the most structures to bring their ratio higher. I'll never make air because despite the fact that they can kill incredibly key and important targets like geos, fusions, comms and penetrators, they often do not make cost. 5 The things that make cost more than any other are actually static defense and AA (We have the statistics on this). If I want to keep my ratios high I will just spam defenses. Maybe sit behind defenses and use artillery, or large units I can repair. I will not use raider swarms to try and damage economy because while hitting economy often hurts the enemy way more than anything else you can do, they usually encounter defenses and do not technically make cost. On the flip side, at the end of the game it will be a race to see who can destroy the most structures to bring their ratio higher. I'll never make air because despite the fact that they can kill incredibly key and important targets like geos, fusions, comms and penetrators, they often do not make cost.
6 \n 6 \n
7 It also seriously ignores economic advantages, as I can afford to not make cost (IE spam raiders into defenses, or bomb AA) if I am making a lot more metal than the enemy. Right now, I do not care about cost if I know I can secure the reclaim from the battle (say comm vs comm, you might not make cost sniping his, but if your own comm can get the wreck it doesn't matter). With this system, I cannot do that. 7 It also seriously ignores economic advantages, as I can afford to not make cost (IE spam raiders into defenses, or bomb AA) if I am making a lot more metal than the enemy. Right now, I do not care about cost if I know I can secure the reclaim from the battle (say comm vs comm, you might not make cost sniping his, but if your own comm can get the wreck it doesn't matter). With this system, I cannot do that.
8 \n 8 \n
9 There is also Lancasters Square Law. If the enemy has 2x as many units as I do and is pushing me, he will be making cost against almost anything I send. Should I try and delay him for my allies or just immediately resign so that my ratio doesn't drop any lower? Hell why don't I do nothing but initial flea raids, take out a few wind gens, then immediately resign so my ratio stays as high as possible? Does it take into account the cost of your own infrastructure when you resign? No problems, don't make infrastructure just rush units. Let your allies make infrastructure! They'll lose it to raiders and their ratio will lower. Why not rush a sumo every game and then repair it. Oh the enemy will secure all the territory before my sumo is even finished and it will leave a huge gaping hole in our line but that comm-supported Sumo will DEFINITELY make cost against the spam of units that the enemies superior economy sends against me! 9 There is also Lancasters Square Law. If the enemy has 2x as many units as I do and is pushing me, he will be making cost against almost anything I send. Should I try and delay him for my allies or just immediately resign so that my ratio doesn't drop any lower? Hell why don't I do nothing but initial flea raids, take out a few wind gens, then immediately resign so my ratio stays as high as possible? Does it take into account the cost of your own infrastructure when you resign? No problems, don't make infrastructure just rush units. Let your allies make infrastructure! They'll lose it to raiders and their ratio will lower. Why not rush a sumo every game and then repair it. Oh the enemy will secure all the territory before my sumo is even finished and it will leave a huge gaping hole in our line but that comm-supported Sumo will DEFINITELY make cost against the spam of units that the enemies superior economy sends against me!
10 \n 10 \n
11 We'll have players shouting 'My kill' and 'OMG KS!' when they stun a goliath with spies and then try and kill it with fleas. 11 We'll have players shouting 'My kill' and 'OMG KS!' when they stun a goliath with spies and then try and kill it with fleas.
12 \n 12 \n
13 I know there are systems you can put in place to counter-act a lot of these things, but those systems will be capable of being 'gamed' as well. The problem with PW is that it's objectives conflict with the objectives of winning Zero-K. Adding more conflicting objectives is not a solution. 13 I know there are systems you can put in place to counter-act a lot of these things, but those systems will be capable of being 'gamed' as well. The problem with PW is that it's objectives conflict with the objectives of winning Zero-K. Adding more conflicting objectives is not a solution.
14 \n 14 \n
15 We do already track these statistics and it would be interesting to show this data per player. We can even add them to awards or a more comprehensive ranking system. If you want to get into development that would be a great area to start. But this suggestions has NOTHING to do with planetwars. If you have a problem with resign votes, then the solution would be to up the amount of votes needed, or such. It's a simple elegant solution, rather than a complex convoluted system where you have NO IDEA what behaviour the incentives are actually going to drive. 15 We do already track these statistics and it would be interesting to show this data per player. We can even add them to awards or a more comprehensive ranking system. If you want to get into development that would be a great area to start. But this suggestions has NOTHING to do with planetwars. If you have a problem with resign votes, then the solution would be to up the amount of votes needed, or such. It's a simple elegant solution, rather than a complex convoluted system where you have NO IDEA what behaviour the incentives are actually going to drive.