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Proposed planetwars changes

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13 years ago
Increase strength and cohesion of clans - fewer more powerful clans:
  • increase clan size limit from 8 to 12
  • do not let unclanned people play - ignore them until they clan up

More emphasis on skill:
  • 20% of IP awarded is substracted from losing team

Reduce early land grab:
  • dont allow shadow influence to spread to unclaimed fresh planets, nerf shadow influence strength

Finish ingame structures:
  • structures built in pw must be ingame destructible

Economy tweaks:
  • atm credits are too cheap, this has to be addressed
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13 years ago
The clan requirement will certainly force more cohesive teams, but at the same time may discourage some people from playing. Of course, if there is an easy method of joining clans from the battleroom itself, that may not cost you enough players to matter. I'm not sure either way on the clan size limit.

I don't think subtracting IP from losers will really emphasize anything, it certainly won't encourage me to play and rather force me to consider the composition of each match much more closely. I don't believe that change will be beneficial.

I agree that reducing the impact of shadow influence will keep the galaxy more open, and in turn reduce the influence of the larger clans.
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13 years ago
Perhaps IP could be substracted from owners not losers in battle - those not present - that would instead motivate people to defend it.

Or there oculd be spoils of war - award credits to people gaining influence on the planet - from current owner credits/planet.

We could also make dropships more important:
  • defenses dont give "IP" bonus, but rtather "dropship defense" - you need extra dropships to sucessfully attack this planet
  • you can send dropships to ally planet to defend it - if enemy dropships are present, they kill each other instantly

IP awarded could be expended too somehow. Perhaps to give more to people with awards. Or to give less if there is just more people from same clan (always divide given number of IP. So winning 2v 6 wont give you 3x less IP than winning 6v2)
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13 years ago
I think the Spoils Of War mechanic sounds promising, particularly if the Spoils are relative to the amount of time the previous owner has held the planet.

That seems like the right idea for defenses, though you need to ensure there are always enough dropships in circulation for even a losing clan to make an attack if they wish. Sending dropships in defense sounds good as well, as long as that is logged in both the general and planet event logs.

I think there may be work to do on the planetwars balance algo. Simply speaking, it kept setting up absurd games unbalanced both in player ability and in player count... a match with Google, Rafal and Maackey on one team of nine against a team of seven with Waldo is hardly a match at all. After two matches with this sort of balance (URFL + Others against DOOP + Others I assume?) half the players left the server, including most of the major clanned players.

Part of the problem is the clan composition, I understand playing with friends but some clans are simply too much better one for one to make clan conflicts very fun. I kinda hoped that in this incarnation of PW we would see the highest (Top 10) ELO players establishing independent clans and then drafting from the lower ranks, but instead we have a few clans with multiple Top 10 which are very difficult to best. I don't have an easy solution for that, besides more players.

Anyway, it might be good to weight ELO and team size more and clans less, at least it should yield better battles. The metagame will be awkward, though.
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13 years ago
Well people complained there is not enough competition. If we want to focus on clan competition, the battles will be unbalanced.

If its focused on casual gamers, they will be meaningless (same clan split between 2 teams)
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13 years ago
IP market needs fixing. Provide some stability by setting a base price that IP can be bought and sold at. Make this price very ineffective so players will seek each other out for a better deal.

Don't make PW clans only. That creates a barrier for entry for new players.

2 Levels of host could work. Make a casual host which allows any player and tries to make the games balanced. The other host could not allow non-clanned players and balance much more along the lines of alliances.

One thing I like about planetwars is that there will be a few people who are almost always on your team. With this in mind alliances should be less important on the casual host to try and keep clans together. This will also have less chance of stacking if clans do not increase in size.

The battles should be based on relevancy. Only the dropships belonging to clans that are currently waiting in the battleroom should contribute to the attack vote.
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13 years ago
There is far too much difference between the haves and have nots. The shadow influence system and planetary defence system means planets are quick to take and very hard to lose, as such there are 3 clan which own most of the stuff. This contributes to many problems such as the Credit issues and stupid unlocks.

Planets need to be better distributed. Maybe once a clan gets 3 members (non 1-stripe?) it should gain a bit of influence on 3 connected planets if there are 3 connected empty planets. This would discourage the clan spam we see currently as they would need 3 members to gain their start worlds (one to each member). It would make the galaxy start off much more evenly and as many players would start with a planet, this also increases involvement in the metagame. Planets would be assigned during the pregame clan forming so one clan cannot rush everything.

For many people planetwars simply means that many units are locked and they have absolutely no way to unlock them. This is very bad. I suggest moving to unlock union instead of intercept.
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13 years ago
Building repair should not be instantaneous.
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13 years ago
The 35000 metal buildings can get captured and reclaimed.

So expensive buildings should get at least:
2 Stardusts
1 Flak
1 Aegis
1 Annihilator
build on the top of these buildings or be inbuild.

There is an thread about floating, flying and land platforms from me.
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13 years ago
Problem with this is who will own defenses? If its owned then it can be too strong (if it attacks enemies).
IF its neutral should it attack any attacker? :)
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13 years ago
I have a general impression that it can be very difficult to catch up when a clan has a huge IP advantage on a planet. I would recommend diminishing IP rewards when clan members win on a planet they already have IP on.

Also if you are going to detract IP for losing, perhaps more IP could be detracted if the clan has the lead.

Not that I want to scare people away from playing, just to help even the curve a bit for people who can't devote hours of play time every day. :)
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13 years ago
Hmm yeah it could be based on current difference of IP values. It would make it closer to ELO system too.
Giving less IP for win for owners as owners increase gap from non owners is good idea.

I also want to remove IP defenses (replace with dropship defenses)
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13 years ago
I think the Stardusts ( low range ) should attack each unit - allied or not ( capture / reclaim ), but the high range Annihilator should only attack units who attack it.
The Flak should attack all attackers and all units in a lower range like the Stardusts anyway.

:D
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13 years ago
One other thing that would be nice....ok so i rejoined into a game and was watching it but it ended few moments after i got into it and i didnt know it ended yet. and when i closed that out they had already forced another game....and half the people on my team didnt even get in and they forced it ingame too and we lost cuz it was 1 v 4 cuz no one had a chance to do anything. u think its possible to add in like 1 or 2 min like grace persiod between battles so people cant just force it before anyone is ready

just a suggestion
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13 years ago
Diminishing IP returns for planet owners and replacing IP defenses both sound good, though I would like to also suggest making jumpgates more plentiful or perhaps adding some way to have more than three dropships. It is already very difficult to attack a number of planets due to various dead links.
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