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Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Oct 29, 2013 12:29 pm
by Support
Some definitions:
Pre-Bloodwar: 4 hours 'chargeup' time prior to fighting
Bloodwar: 24 hours of (high intensity) fighting
(pre-)Bloodwar: 28 hours (complete cycle)
Ante: prize (10% of alliance bank 1 and 2)



Currently live in Beta; deploying to Live when appropriate.

1.) can't join/accept invite or quit an alliance in (pre-)Bloodwar -- No 'outside' reinforcements, no running away
2.) alliance leader(1/2/3) can't kick/invite players in (pre-)Bloodwar -- No 'outside' reinforcements, no mercy killing
3.) only active alliance members at the start of Bloodwar count towards Pop (those who drop from vacation into BW are prey -extra kills- for the enemy -> communicate!) -- 'inside' reinforcements; added firepower with the weakness of also providing your opponent with more to kill
4.) ante for Bloodwar is 10% of both alliance banks (down from bug 100%) -- Might go up if this proves to be insufficient incentive
5.) Emergency Temporal Shift (GloryPhase) and Double Strike (GloryStrike) cannot be renewed during the actual bloodwar -- Soldiers don't understand new realm, can't use 'advanced' tech (AB remains, for now) --> modified: now disabled during (pre-)Bloodwar. Full pacification achieved.




This is by no means a finished product - we realise that. While functional sub-updates will go through to Live regularly, the Beta server's version will be either at the same level or a step ahead.
If you want to test without risk to your Main account, please do so on Beta. The more results and feedback, as well as suggestions and other comments, the better the feature can become.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Oct 29, 2013 12:53 pm
by Z E R O
Aye! :smt060

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Oct 30, 2013 12:44 am
by Field Marshall
Nice start 8)

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Oct 30, 2013 3:21 am
by Support
Now live in Main.

Tested, nothing seems broken; one small step for Bloodwar, but a giant leap for war?

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Oct 30, 2013 6:22 pm
by ~Odin~
So does this mean someone can use double strike in the pre-bloodwar phase and as long as it is just before you can use the double strike until it runs out (even if it means it overlaps the pre-bloodwar into bloodwar time frame)?

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Oct 30, 2013 11:20 pm
by Mikgamer
~Odin~ #51 wrote:So does this mean someone can use double strike in the pre-bloodwar phase and as long as it is just before you can use the double strike until it runs out (even if it means it overlaps the pre-bloodwar into bloodwar time frame)?
Seems so and seems dumb to me. Why not just disable it in pre-blood war to avoid this simple tactic altogether? Nice changes/fixes though.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Thu Oct 31, 2013 4:36 am
by Support
4 hour period prior to Bloodwar is 'pacified/neutralised time', makes sense to pull disruption of ETS and Double Strike forward. Done.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Feb 26, 2014 8:06 am
by High Empty
Please add that in the 4 hour time period
that miners can be untrained and trained up.
Allowing people who are caught unaware to build up for abit.

Next suggestion
that a ONE time only untrain of miners is allowed anytime during the bloodwar!
To bring back the mayhem!

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Wed Feb 26, 2014 8:07 am
by Drahazar
Killable miners.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Thu Feb 27, 2014 7:40 am
by High Empty
Drahazar wrote:Killable miners.
+1

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Thu Feb 27, 2014 9:50 am
by Clockwork
That was in the original version of Bloodwar, but was removed because nobody wanted to get into a Bloodwar.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Mar 04, 2014 8:07 am
by Support
  1. Bloodwar individual ME now recorded properly: if DM/DS/DSS killed on attack, they are now recorded as kills in individual ME records. Same for AM/AS/ASS on defence.
    Because of the 'combined arms' aspect of Bloodwar - attackers and defenders who march together, die together, so should both be recorded as kills and losses.. We will never forget you, Dean.
  2. Bloodwar alliance ME now recorded properly (basically rewrote the whole thing, too many specifics).
  3. (Past) Bloodwar records now public; once a war is completed it can be viewed from the "History of Galactic Wars" by clicking on the war title.

This appears to have created a 'too pacifistic' period, pre-war training/untraining will be normalised; killable troops at the start of Bloodwar will be used as 'target values' for kill rates and Curse requirements.
Support wrote:4 hour period prior to Bloodwar is 'pacified/neutralised time', makes sense to pull disruption of ETS and Double Strike forward. Done.

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Mar 04, 2014 9:49 am
by EbilCC
how about stopping planets being used in bloodwar? how can people win a bloodwar with people have large planets and build little

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Mar 04, 2014 10:14 am
by IFLuX
EbilEmperorCC wrote:how about stopping planets being used in bloodwar? how can people win a bloodwar with people have large planets and build little
No. Becouse it's part of your acc same as MS and C/AC lvls . :-)

Re: Bloodwar 'fixes/changes' (Oct29)

Posted: Tue Mar 04, 2014 10:30 am
by KOS
i guess i never really looked at my covert or MS as a bonus... like planets are. no outside help is what is says right? you keeping planets in your pockets?