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

Posted: Tue Jun 10, 2008 10:19 am
by Mathlord
Well everyone likes math right? :?

Seriously though, this is a war game that involves the personality and stubbornness of it's players. The minute we try to automate wars in this game is the minute we lose that human element, which is something I've always found fascinating here.

Besides, I don't want this war to end ever so I'm good :D

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

Posted: Tue Jun 10, 2008 10:35 am
by FEARLESS
I just hope that this war will at least last for 6 months and gets most of the alliances in SGW involved. [-o<

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

Posted: Tue Jun 10, 2008 2:20 pm
by buck
I know alot of people make thoughts to the admin update thingy...

...But all he can really implement is a way of measureing things lost etc, which isnt really any good in defineing heros and loosers.

Unless he comes up with a concept so brilliant (which i cant think of a word for) whereby once a certain criteria or goal is met, the opposition is simply oblitereted in a giant rage of death where there accounts are suspended from action for a week and all resourcses made shared equally throughout everyone in the opposeing alliances then i cant think of anything else.

Now you come to mention it, thats an awesome idea buck...

Or Tetris monkeys idea about ats would work...

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

Posted: Tue Jun 10, 2008 3:18 pm
by Sex Panther
FEARLESS wrote:
piraten wrote:Imo a war ends when one side surrenders or disband. :-D


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


No one will want to surrender.

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

Posted: Tue Jun 10, 2008 10:50 pm
by piraten
Dark Horse wrote:
FEARLESS wrote:
piraten wrote:Imo a war ends when one side surrenders or disband. :-D


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


No one will want to surrender.


All other wars have reach an end afaik. And even if this war would never end, its no big deal, is it? Why are you so eager to try to get an end to this?:)

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

Posted: Wed Jun 11, 2008 12:56 am
by Sex Panther
There are many reasons I could have started this thread besides wanting to end the war. At school I was the sort of guy who liked solving defined math equations rather than coming to an educated solution in an English report. :-D

This should help most ppl to understand why I would post this.

anyway back to quantum mechanics study :(

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

Posted: Wed Jun 11, 2008 2:13 am
by dastupy
FEARLESS wrote:I just hope that this war will at least last for 6 months and gets most of the alliances in SGW involved. [-o<


who are you?

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

Posted: Wed Jun 11, 2008 2:24 am
by Lithium
Nimras wrote:
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.



hey rook are u insane or what, what do u think we are robots, ppl need to ppt for their personal stuff and also need to buy turns for the goodies that wars bring.

anyway, even in the real wars some did quit the war for gettin married etc , so no point to why not to vac for few days.
also why to remove other joinin the war , what if u are wrong by declarin a war against.
scenario:
u ve an alliance of 50 members which 10 of them have big accounts
the enemy have a strong alliance of 15members all big accounts
result the enemy will not have enough turns to fight , + yr allaince can trade inside

I dont like toremove the idea to fight bck in a second wave, or if u cant fight a stronger allaince then at least u can concentrate yr hits a few of them.

also to mention leave the war option without any rule coz i never herd that ppl can hate, fight war each-other by setting rules.

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

Posted: Wed Jun 11, 2008 9:11 am
by noone
lithium wrote:also to mention leave the war option without any rule coz i never herd that ppl can hate, fight war each-other by setting rules.


I disagree, this is a game.
All games have rules.
Levels and scenarios are won by getting a certain %

You loose when you have lost too much.

Rook's idea seems to be worked out well.
Let more people read it and comment on it ....

This might seem like a good sollution in my eyes :)

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

Posted: Wed Jun 11, 2008 7:52 pm
by Noobert
Pef wrote:meh, a good war lasts 100 years , a holy war can last 500 years and even a normal world war lasts 6 years.
so ... a 2 week war is not even worth talking about... especially when fought
between sleep,work , school and other peacefull occupations .. and not up to your neck in muddy trenches, but from a confortable chair .


You got the comfortable chair right, this is how I play SGW.

[spoiler]Image[/spoiler]

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

Posted: Thu Jun 12, 2008 4:02 am
by Snow Wulf
i knew there was a secret behind you wizzing from your PC to the fridge and back...... :shock: :lol:

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

Posted: Thu Jun 12, 2008 4:33 am
by Xeen
War under 1 month is not war but just skirmish.
In wars where both sides are equally strong only time can tell what group has higher level of team spirit.

"Automatic win after goal reached" is pretty pointless.
What goal? Mass all defenses? Kill a defined pecentage of overall enemy units?
Or gather hypotethic points based on unballanced formulas? Or maybe provide overall damage counted in NAQ?

Important part of war should be effectivity and activity. Any restrictions to turns cripplling activity. You want fight but cannot.

Limiting turns at ASC makes it completelly boring and many players play ascension only as "necessary evil to keep their main bonuses"

So - how to win a war? By demoralize and resource draining of oponents. Best way how to do that is not to lower amount of turns but something from following.
1. No PPTs for alliance members at war allowed. Only PPTs pending at war declaration will last till end of their pre-war timing. If you want to hold your naq, be active and bank, or build defense to not be farmed.
2. No NOX for alliance members at war allowed, realm allert should remain.
3. Player "outside war" can join a fighting alliance. Player in any alliance cannot leave it before war ends.
All these points decrease "initial strike advantage" but of course do not remove it completelly. All these points would force cowards to play but also would force HC to deal with own members who does not want to continue fight anymore.


Win Conditions
War ends when one side decide to surrender and accept other side demand: Winner should demand "nothing" as reparations or "part of total oponents side income for limited time" - for example varried 0%-50% (by 10% steps) of "not noxed" full income for 0-10 days (by 1 day steps).


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

Posted: Thu Jun 12, 2008 5:38 am
by ThakalluS
Mathlord wrote:Well everyone likes math right? :?

Seriously though, this is a war game that involves the personality and stubbornness of it's players. The minute we try to automate wars in this game is the minute we lose that human element, which is something I've always found fascinating here.

Besides, I don't want this war to end ever so I'm good :D


exactly.

if it gets automated, i'm done with this game.

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

Posted: Thu Jun 12, 2008 1:12 pm
by Snow Wulf
Xeen wrote:War under 1 month is not war but just skirmish.
In wars where both sides are equally strong only time can tell what group has higher level of team spirit.

"Automatic win after goal reached" is pretty pointless.
What goal? Mass all defenses? Kill a defined pecentage of overall enemy units?
Or gather hypotethic points based on unballanced formulas? Or maybe provide overall damage counted in NAQ?

Important part of war should be effectivity and activity. Any restrictions to turns cripplling activity. You want fight but cannot.

Limiting turns at ASC makes it completelly boring and many players play ascension only as "necessary evil to keep their main bonuses"

So - how to win a war? By demoralize and resource draining of oponents. Best way how to do that is not to lower amount of turns but something from following.
1. No PPTs for alliance members at war allowed. Only PPTs pending at war declaration will last till end of their pre-war timing. If you want to hold your naq, be active and bank, or build defense to not be farmed.
2. No NOX for alliance members at war allowed, realm allert should remain.
3. Player "outside war" can join a fighting alliance. Player in any alliance cannot leave it before war ends.
All these points decrease "initial strike advantage" but of course do not remove it completelly. All these points would force cowards to play but also would force HC to deal with own members who does not want to continue fight anymore.


Win Conditions
War ends when one side decide to surrender and accept other side demand: Winner should demand "nothing" as reparations or "part of total oponents side income for limited time" - for example varried 0%-50% (by 10% steps) of "not noxed" full income for 0-10 days (by 1 day steps).




yet you never cease to amaze me whit your long but smart posts....... :shock: :D

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

Posted: Thu Jun 12, 2008 2:54 pm
by killtacular
dastupy wrote:
FEARLESS wrote:I just hope that this war will at least last for 6 months and gets most of the alliances in SGW involved. [-o<


who are you?



cosmic terror is his ingame name.