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What happened to PlanetWars?

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Date Editor Before After
9/13/2013 9:08:34 AMUSrank[ACP]ScarySquirrel before revert after revert
9/13/2013 9:02:54 AMUSrank[ACP]ScarySquirrel before revert after revert
9/13/2013 8:59:59 AMUSrank[ACP]ScarySquirrel before revert after revert
Before After
1 I agree with @Zag [quote]I think that the biggest issue with PW is that the ZK base game is almost completely independent of the macro game. [/quote] 1 I agree with @Zag [quote]I think that the biggest issue with PW is that the ZK base game is almost completely independent of the macro game. [/quote]
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3 Also, Densaugeo had some superb suggestions for how to solve the problem of balance. If his suggestion worked, one of the easier constraints on the game to relax would be balance. 3 @Licho :
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5 [quote] There are no design solutions to the hard problems yet - like the skill vs activity pointed out or about the team lineup and vested interests.[/quote]
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7 @Densaugeo had some superb suggestions for how to solve the problem of balance. If his suggestion worked, one of the easier constraints on the game to relax would be balance.
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5 [quote]I'm not 100% married to the idea of balanced games. For a meta game, it might make sense to give advantages to the defender and large rewards to successful attackers, with few penalties for failed attacks. This would rather strongly encourage people to start battles. Defense could be done by AI with some chance of success given enough defensive advantages, or the consequences of AI-defended battles could be reduced to prevent stealing planets while the other faction's players aren't on. This could lead to a mix of team, 1v1, and comp stomp games, with resources won by aggression and used to build up plenets' defenses, reflecting the base game. 9 [quote]I'm not 100% married to the idea of balanced games. For a meta game, it might make sense to give advantages to the defender and large rewards to successful attackers, with few penalties for failed attacks. This would rather strongly encourage people to start battles. Defense could be done by AI with some chance of success given enough defensive advantages, or the consequences of AI-defended battles could be reduced to prevent stealing planets while the other faction's players aren't on. This could lead to a mix of team, 1v1, and comp stomp games, with resources won by aggression and used to build up plenets' defenses, reflecting the base game.
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7 I read what sounded like some good ideas for making PW work for both casual and serious players. Requiring vetting to participate in higher-stakes battles, while allowing anyone who joins to do lower-stakes raiding sounds reasonable. Perhaps PW could be divided into two kinds of battles...low-stakes raiding for resources or damaging planet's structures, and high-stakes (possibly scheduled) games for control of planets. Sorry if someone already suggested that, I'm writing this after getting back to my password manager and don't remember all of the thread. 11 I read what sounded like some good ideas for making PW work for both casual and serious players. Requiring vetting to participate in higher-stakes battles, while allowing anyone who joins to do lower-stakes raiding sounds reasonable. Perhaps PW could be divided into two kinds of battles...low-stakes raiding for resources or damaging planet's structures, and high-stakes (possibly scheduled) games for control of planets. Sorry if someone already suggested that, I'm writing this after getting back to my password manager and don't remember all of the thread.
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9 Another thing to help new and old players get along could be an adjustment of battles: metal sharing could be made optional or manual, reducing the problems a bad player can cause, while still allowing them to contribute by their commander's resources or closely managing a few units. Essentially, try to make it so that a team will always become stronger with more players (though only very slightly, if adding a player with little skill). This won't address the balancing issues of having different numbers of skilled players available, but it could help cut down on newbie-related problems. 13 Another thing to help new and old players get along could be an adjustment of battles: metal sharing could be made optional or manual, reducing the problems a bad player can cause, while still allowing them to contribute by their commander's resources or closely managing a few units. Essentially, try to make it so that a team will always become stronger with more players (though only very slightly, if adding a player with little skill). This won't address the balancing issues of having different numbers of skilled players available, but it could help cut down on newbie-related problems.
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11 A few people mentioned mercs too, and debated whether mercs could have a stake in the game. If I were a merc, and I could win resources and buy upgrades for my pirate ship or asteroid lair I would be interested in winning. Or perhaps if I had a command ship to take into battles that worked similarly to my regular commander - possibly named 'Normandy' and 'Shepard' - I would be interested in buying upgrades for it (like my the regular commander).[/quote] 15 A few people mentioned mercs too, and debated whether mercs could have a stake in the game. If I were a merc, and I could win resources and buy upgrades for my pirate ship or asteroid lair I would be interested in winning. Or perhaps if I had a command ship to take into battles that worked similarly to my regular commander - possibly named 'Normandy' and 'Shepard' - I would be interested in buying upgrades for it (like my the regular commander).[/quote]
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13 I think I'm an anomaly, but part of the reason that units placed pre-game get flak is because the newbs like them, or don't care (they have less reason to care about balance) and the experienced players, who post on the forums, are much more affected by such slight changes in starting resources. 17 I think I'm an anomaly, but part of the reason that units placed pre-game get flak is because the newbs like them, or don't care (they have less reason to care about balance) and the experienced players, who post on the forums, are much more affected by such slight changes in starting resources.
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15 Also, what happened to "tactics mode?" 19 Also, what happened to "tactics mode?"