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Re: commander + officers

Posted: Tue Jun 21, 2011 7:07 pm
by Ra
Easier to remove repairing for everyone.

Re: commander + officers

Posted: Wed Jun 22, 2011 9:39 am
by [BoT] Jason
How about bounce all incoming attacks onto the commander for 1 day or until the commanding defense is 0...

This how ever would mean all incoming attacks would only be affected by the officers alert level, meaning the commander can be hit by 10 different people in one go...


Just an idea

Re: commander + officers

Posted: Wed Jun 22, 2011 10:02 am
by MEZZANINE
CO's are meant to teach their officers, not play for them.

And TBH most CO/Officer links these days seem to be for UP, any new functions will be abused for tactics rather than used for the old CO/Officer relationships we used to have.

Re: commander + officers

Posted: Thu Jun 23, 2011 3:46 pm
by TLPhoenix
[BoT] Jason wrote:How about bounce all incoming attacks onto the commander for 1 day or until the commanding defense is 0...

This how ever would mean all incoming attacks would only be affected by the officers alert level, meaning the commander can be hit by 10 different people in one go...


Just an idea


Its an idea but unfortunately too hard to code into this kind of game.


MEZZANINE wrote:CO's are meant to teach their officers, not play for them.

And TBH most CO/Officer links these days seem to be for UP, any new functions will be abused for tactics rather than used for the old CO/Officer relationships we used to have.


Yeah I can see that happening. But the general assumption about this idea seems to be that its unlimited?? Just make it so you have to be with them a week and then you can repair once/twice a week. Simple as.

Re: commander + officers

Posted: Thu Jun 23, 2011 3:58 pm
by Tekki
Allaince repair is currently 200times a week. If you even put that as an equal amount for the officer/commander relations then... yeah it becomes almost impossible to mass anything There are only 336 turns per week anyway, so that's repairing more than once a turn, if that was equal. If we then include 4 days PPT then that's 144 turns off PPT so... yeah, way too much repair if the CO can do it as well.

Re: commander + officers

Posted: Sat Jun 25, 2011 10:18 am
by Acronon
If I am the CO of another player and that player is getting massed or such I should be able to send my defense and covert forces through the gate to support him for a limited amount of time (say 24 hours combined each week) and the CO can recall them at anytime.
Only 3 of the stats should be transferable; defense, covert and mothership.

I believe that at this phase of play the rate of income going to the officer should be an open entry field and not a drop down menu, we should be able to select exactly how much we want to give them and they should be able to do the same for their CO.