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Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:16 am
by Nimras
TheRook wrote:
Nimras wrote:Hmm well i hope when admin makes the next update there comes a way to find a winner and so on in wars.


If the way the game decides a winner isn't in favour of the other alliance I'm sure war will just be redeclared... even if the game implements a way of making it so war cant be redeclared on the alliance who "beat you" you dont need an alliance war to mass people...

So technically no matter how a fantastic idea the alliance war update for main is you will still have "unwinnable wars"

The only way to possibly have something like this is have a "Server War"

So you would get

Server War

Faction 1 - Chosen Faction Name
Faction Leading Alliance
Faction Alliance 1
Faction Alliance 2
Faction Alliance 3
Faction Alliance 4
Faction Alliance 5
Faction Alliance 6
and so on.

Faction 2 - Chosen Faction Name
Faction Leading Alliance
Faction Alliance 1
Faction Alliance 2
Faction Alliance 3
Faction Alliance 4
Faction Alliance 5
Faction Alliance 6
and so on.

Once each faction alliance has confirmed there are joining that faction, and the Faction Leading Alliance's Alliance leader confirms that faction is ready for war. All ID's (On Main and Ascended are logged). This is going to be used for setting everyone to war on both servers. (This will mean before the war starts you can set all your relations to neutral and when it starts all your War relations will be everyone involved in the Server War - on both servers (no hiding behind different names on ascension anymore).

Once the Server war starts you will only be able to Attack/Raid/Spy/Sab etc those who are in the Server War.
Trade Brokers/Give Function - this will be limited to those ONLY in the server war. At the start of the server war all trade brokers external to the Server War will be cancelled. If that means your sneakily holding more than your allowed 10k AT on the broker and the person it rejects it to also cant hold that many they are given to the market... (that will teach you)

The only way for a Server War to have a possible ending is for resources (AT mostly) to be restricted. 1008 is the number of user generated AT per week. Using all 3 MT on AT will get you about 2.4k AT. So once the initial large stockpiles of AT are depleted only 3.4kAT will be available to each player per week (IF they use all 3 MT for AT).

The Server War declaration would not have an end date of 5 days. This would stay as a constant war recording all stats from all alliances.

External Alliances/Players cannot hit those in the war and they cannot be hit/traded with. Once the war has started additional alliances CANNOT join in. Which means nobody joining in massing other neutral/not involved alliances just because they have nothing to lose.

Those who go on vac on either server are counted as a "surrender point" (this counts for EVERY instance of VAC on both servers and if people vac more than once (on the same server)) they are automatically kicked from the alliance from the duraction of the war incase they are purposely adding "surrender points" so one faction loses. Those who quit/leave there alliance also add a "Surrender point". When someone is descended a "surrender point" is added as the "ascended being retreats".

Surrender Points

This is the method for determining a victory in the Server War.

How it works
Recorded in the same way as the rest of Military XP
Surrender points are counted at the Faction Level.

A surrender point is given to one faction when:-
A player quits the alliance (and as such the server war) (3 points)
A player goes on vac in main (1 point)
A player goes on vac ascension (1 point)
A player is descended. (1 point)
A player clicks the surrender button (added on the Server War page)
- This keeps them in the alliance but sets all the players in the war to peace and can no longer be attacked by anyone in the war this also removes the ability for trade/give functionality to anyone in the war and also cannot hit anyone in the war) (2 points

Defcon Changes Crit/Nox. (0.01 points)
- When a player changes their defcon and/or places themselves on nox this removes 0.01 points of their faction total.
So when a player PPT's they are going to take themselves of crit/nox to make the most of their turn income when they come off PPT they will turn it back on removing 0.02 points off the total. (if they do 4 days of ppt in one go it will only cost 0.02 but if they do them at 2 different times it will cost more as they will come off crit/nox and go back on twice)
(This is a way of adding points for those in main as you cant give a surrender point for massing an MS/planet/defence etc as thats just common part of war but it does mean it will cost your faction points for constant switching on off crit/nox. Which may mean people will leave crit/nox off making for a more entertaining war/more naq)
If 20 people go on PPT at 2 different times a week (one at start and one at end) thats each player taking 0.04 points of the Surrender total. 0.04x20 = 0.8 off the surrender points.


Total Surrender points is calculated based on number of players in the faction e.g. 103 in Faction1 and 75 in Faction2

The winning "Surrender Points" total is defined at the start of the war as a percentage (max 200%) of your faction players.
So if both sides suggest 75% that means Faction1 has 77.25 Surrender points total and Faction 2 has 56.25 Surrender Point total.

This means that each side has to get the other factions surrender points to less than or equal to 0.

Before you come along and say Faction 1 has a higher surrender point they also have more people so its technically still only 75% and with the crit/nox surrender points more people means more PPT's and as such the surrender points going down quicker each week or possibly by the same % as Faction2's.

For working out what things should remove a faction point I have gone for things that aren't easily done to make the war a challenge rather than massing a players defence 1 surrender point as someones defence can be massed many times and massing a 3bill defence is really nothing to be that proud of in a big server war. :)


Well after that remarkably long post I may put this in suggestions if people like it...

Cheers

TheRook


M8 if this could be done for the server war and normal alliance wars i will give you 2mill UU thats the best thing i ever heard but it in the surgestions for Alliance war please please please. This would be good.

Hehe sry but it is.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:19 am
by Brdavs
Short of making accounts "nukable" again by making miners killable and thus one can be effectivly defeated no fancy meters or system will give you a winner untill boths sides agree it`s over. Save the oxygen coming up with them would be my advice.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:22 am
by IceBreaker
I don't know about you but i totaly agree with Poster of this topic ...

Why not make a goal : Alliance who reached damaging other alliance in total of XXX.XXX.XXX.XXX and everyone make war on each throw alliance ...

One of you said until all TJP or FUALL alliance surrender then otehr site is a winner LOL no one will surrender ... i never so better farms and i think others think the same ... ON MAIN and ASCENDET ...

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:26 am
by Sex Panther
Nimras wrote:Hmm well i hope when admin makes the next update there comes a way to find a winner and so on in wars.

On another note moved.


Agreed

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:26 am
by TheRook
viewtopic.php?f=13&t=116336

added to suggestions and modified it to include ways of working it for Alliance/Empire wars.

Also added another way of removing "Surrender points" for those who dont fight i.e. a certain amount of AT required to be used for each person but spread accross the whole alliance.

Cheers Nimras :)

I thought it was quite good... while it doesn't specifically mean a loss based on damage alone as a small alliance wiht 0 stats fighting a large one with more stats to lose would give them a win which is undeserved this system would provide a victory based on actions of the players/alliances/empires/factions as a whole but the damage stuff is still ok as a secondary way of boasting...

just remembered I forgot to add the poll will go do that now.

TheRook

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:30 am
by Nimras
TheRook wrote:http://herebegames.com/StarGateWarsNew/viewtopic.php?f=13&t=116336

added to suggestions and modified it to include ways of working it for Alliance/Empire wars.

Also added another way of removing "Surrender points" for those who dont fight i.e. a certain amount of AT required to be used for each person but spread accross the whole alliance.

Cheers Nimras :)

I thought it was quite good... while it doesn't specifically mean a loss based on damage alone as a small alliance wiht 0 stats fighting a large one with more stats to lose would give them a win which is undeserved this system would provide a victory based on actions of the players/alliances/empires/factions as a whole but the damage stuff is still ok as a secondary way of boasting...

just remembered I forgot to add the poll will go do that now.

TheRook


Well the trade should stay as right now wars are no fun i can get so many AT so easy that there is no tactic or anything in it.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:31 am
by piraten
IceBreaker wrote:I don't know about you but i totaly agree with Poster of this topic ...

Why not make a goal : Alliance who reached damaging other alliance in total of XXX.XXX.XXX.XXX and everyone make war on each throw alliance ...

One of you said until all TJP or FUALL alliance surrender then otehr site is a winner LOL no one will surrender ... i never so better farms and i think others think the same ... ON MAIN and ASCENDET ...


So what? Let it go on for ever then :)

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:35 am
by TheRook
Nimras wrote:Well the trade should stay as right now wars are no fun i can get so many AT so easy that there is no tactic or anything in it.


for Alliance Wars (1v1 alliance wars) the trading should be open so anyone can trade...

For Empire/Server Wars the trading should be restricted.

The use of AT as a way of removing Surrender Points is to avoid people not attacking. as there Empire/Faction will be punsihed for it with a loss of Surrender Points. The max per person per week is based on your own natural generation (3x48x7) and 1 MT's worth of AT. This is checked on a daily basis (1 hour after 12am Server time) to help avoid additional server lag.

TheRook

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:36 am
by IceBreaker
piraten wrote:
IceBreaker wrote:I don't know about you but i totaly agree with Poster of this topic ...

Why not make a goal : Alliance who reached damaging other alliance in total of XXX.XXX.XXX.XXX and everyone make war on each throw alliance ...

One of you said until all TJP or FUALL alliance surrender then otehr site is a winner LOL no one will surrender ... i never so better farms and i think others think the same ... ON MAIN and ASCENDET ...


So what? Let it go on for ever then :)


:D LOL in this wars alliance have huge amount of damage ... and i ment XXX that alliances can choose when is limit ...

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:40 am
by Nigatsu_Aka
Brdavs wrote:Short of making accounts "nukable" again by making miners killable and thus one can be effectivly defeated no fancy meters or system will give you a winner untill boths sides agree it`s over. Save the oxygen coming up with them would be my advice.


This is no life mate, it`s a game. Do you really think that someone has to stay 24/7 to be sure he doesn`t have his miners killed?

I`ve seen this in other games and trust me, it`s no fun. I once played a game based on land conquering, sort of who has the biggest land, has the biggest economy. I`ve tryed all strategies possible to defend it and extend. I was able to "nuke" and "wipe" those the same size of me or those poorly defended until a dude who played that game for 2 years ran over me like a truck. That game had an allert system through SMS if you were attacked so that you can defend and even though i used it i couldn`t do nothing. I was wiped in an hour or so. I tryed once more and same thing happend... a big dude came an wiped my military and a nobody friend of his came and conquered the land. Obviously i quit. Same will happen here too, if the miners would be killable (like it also was in the old ascended server).


And an answer to the thread starter. The war can be won only by those who have the will stronger than the others. If you don`t want to build your stats don`t build them, but expect to be farmed. If you don`t like to be farmed, quit the war. It`s as simple as that.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:45 am
by TheRook
if people can be so kind as to pass this link below out to their alliances alliance mates and so on to get everyone to view this suggestion for Server/Empire/Alliance based Wars

viewtopic.php?f=13&t=116336

The more people know about it the more feedback I can get the better case we will have to take it to admin if the whole community/allthe players post and have their thoughts heard.

I'd hugely appreciate it :)

and I'm sure people would like a way to "win" an alliance war based on something otehr than damage as this will require more activity from the players in the war and will give a bigger sense of achievement when they do win.

TheRook

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 3:48 am
by Sex Panther
Damn rook! Your post was massive. Didnt read much but Nirmas seemed to like it and surrender points sounds smart to me. So good idea!

Brdavs wrote:Short of making accounts "nukable" again by making miners killable and thus one can be effectivly defeated no fancy meters or system will give you a winner untill boths sides agree it`s over. Save the oxygen coming up with them would be my advice.


Of course you can make fancy meters (Like military experience)!!!

Its all about creating a goal which can be achieved by an alliance by farming, massing etc EVERY member of a war (on the opposed side to you).

IceBreaker wrote:I don't know about you but i totaly agree with Poster of this topic ...

Why not make a goal : Alliance who reached damaging other alliance in total of XXX.XXX.XXX.XXX and everyone make war on each throw alliance ...

One of you said until all TJP or FUALL alliance surrender then otehr site is a winner LOL no one will surrender ... i never so better farms and i think others think the same ... ON MAIN and ASCENDET ...


Thank you hot ass, I mean Ice breaker. That is my thoughts exactly.
And I think as far as a solution goes, Rook is on the right track!

Severian wrote:
Rev. Auriel Daniels wrote:In this one, there *is* no bigger picture Sev.. ;)
Unless there are a lot of other games this conflict echoes through to.


But, since I don't feel well enough (after party last night) to actively argue with you, I'll pass up on that wonderful opportunity and go see if there's some Demerol around this place.


If TJP mass FUALL's stats to nothing, FUALL still have the capacity to farm/mass and essentially end peace time indefinetly for TJP. So even by setting goals to determine who wins, the bigger picture means that TJP have lost the peacetime gameplay they once enjoyed and despite "winning", end up losing just as equally.

Likewise, the reverse is also just as true - if FUALL mass TJP's stats to nothing, TJP farming/massing will end the peaceful prosperity FUALL once enjoyed so the argument is entirely vice versa. So despite which side "wins", the side that "loses" can still end the prosperity indefinetly that was enjoined by the victor.

The big picture means that the honeymoon with easy street is over for the big boys and that quite a few people didn't quite calculate the long term repercussions for launching a first strike...


From the few words i strung together (because of my laziness) you seem to think a set defined way to win a war can't be achieved. Well of course it can. Just create a war points calculator with a goal which can be set by the waring alliances. That way when one alliance reaches the goal, they win. And everyone can go on rebuilding knowing who won.


In conclusion,
severian stop being negative. There are definately ways of setting a winning goal. If winning comes to too high a cost for big players then they can surrender.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 7:47 am
by Robe
Whoever surrenders is the loser.
Mutual ceasefires are a draw.

No amount of numbers and coding will change this.

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 8:20 am
by FEARLESS
piraten wrote:Imo a war ends when one side surrenders or disband. :-D


:-D :-D That makes a clear Win. lol

Re: FUALL, TJP, RM "Gameover" WAR winner defined

Posted: Tue Jun 10, 2008 10:10 am
by Mordack
Whichever side has the member with the largest fanclub should be declared winner.