Page 3 of 3
Re: Extending battle time?
Posted: Wed Aug 27, 2014 7:09 pm
by Master_Splinter
Sol wrote:TheLost wrote:Frans wrote:I think a strong case is being made here about how the attacker has several great advantages over the defender. In the typical case of attacker decimating the defender, it's the attacker who has the power to choose the time that best favors them over the defender. It's the attacker who has the power to choose how they'll attack. The defender is forced to build a well balanced account, ensuring that their defense, covert, and assassins cover each other. An attacker only has to concentrate their forces into countering these areas one at a time.
With 30 attacks until a defender phases, an attacker utilizing the full capability that each attack offers can take out a total of 95.7% of the defender's defense using destroy attacks. A defender with 100M super defense planets would see their defense reduced to 4,239,115 planets in a span of 10 - 15 minutes. Even if the attacker utilizes only 2/3rds of their full attack potential on average, the defender still suffers 87.3% in damages to their defense planets.
whatever happened to home field advantage or the fact at home your hunkered in. But thats just me.
That's the problem, there isn't really any

Good idea sol lets add some
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Re: Extending battle time?
Posted: Thu Aug 28, 2014 12:28 am
by Clockwork
Phasing and realm alert are the home advantages
Maybe add another tier of defence weps, to cover the abundant super power attack weps everybody seems to have these days.
Re: Extending battle time?
Posted: Thu Aug 28, 2014 12:56 am
by Master_Splinter
Clockwork wrote:Phasing and realm alert are the home advantages
Maybe add another tier of defence weps, to cover the abundant super power attack weps everybody seems to have these days.
There is super defence weps just need to find the demi :p
Re: Extending battle time?
Posted: Thu Aug 28, 2014 1:25 am
by Sol
Clockwork wrote:Phasing and realm alert are the home advantages
Hardly, the only thing they stop are onliners

Re: Extending battle time?
Posted: Thu Aug 28, 2014 2:01 am
by Clockwork
Sol wrote:Clockwork wrote:Phasing and realm alert are the home advantages
Hardly, the only thing they stop are onliners

They stop onliners when one side gets phased, but you
know you want to give us a way to unphase, so that would not be a problem
I need to find some of them def wep dem's then MS

Re: Extending battle time?
Posted: Thu Aug 28, 2014 2:50 am
by Sol
Clockwork wrote:Sol wrote:Clockwork wrote:Phasing and realm alert are the home advantages
Hardly, the only thing they stop are onliners

They stop onliners when one side gets phased, but you
know you want to give us a way to unphase, so that would not be a problem
I need to find some of them def wep dem's then MS

throw up a suggestion then

Re: Extending battle time?
Posted: Fri Aug 29, 2014 12:26 am
by Master_Splinter
Clockwork wrote:
I need to find some of them def wep dem's then MS

There not easy to find
Re: Extending battle time?
Posted: Tue Sep 09, 2014 11:06 pm
by Sol
Any other thoughts? Suggestions?
Re: Extending battle time?
Posted: Tue Sep 09, 2014 11:18 pm
by Slim87R
Sol wrote:Any other thoughts? Suggestions?
You could punish the attacker a little more for trying to mass a stronger defense. When Spartacus went around massing, My defense was a good amount higher than his strike, but he was still destroying more planets than he was losing. It only took a few attacks for him to drop my defense below his strike and then he was destroying way more than he was losing (and this was still with a good defense, just a little below his strike). Now said account is just leaving everything in untrained or mining and he is already at a point he could theoretically strike the whole server (minus inactives with 30B+ planets) again while those that were assaulted aren't close to recovering everything they lost the first time. I see it being possible to essentially shut down the whole server via massing everyone down every 2 weeks until there is essentially negative growth. Only way to counter it is to go inactive yourself leaving everything untrained until you reach 25B planets that way you can stay above the size limit of whoever is using this tactic. /rant
Re: Extending battle time?
Posted: Wed Sep 10, 2014 3:43 am
by reborn
Only thing I can think of which in a way stops snipers as some put it to a certain point is u can only train so much into say att/def/assassins/covert due to total size.
But as said before doing that then forces ppl to play all the same way would b rather boring.
Re: Extending battle time?
Posted: Wed Sep 10, 2014 6:10 am
by Slim87R
reborn wrote:Only thing I can think of which in a way stops snipers as some put it to a certain point is u can only train so much into say att/def/assassins/covert due to total size.
But as said before doing that then forces ppl to play all the same way would b rather boring.
The size limitation could be revised. Instead of 80/20 maybe 66/33?
Re: Extending battle time?
Posted: Wed Sep 10, 2014 11:49 am
by reborn
Tbh I don't c it as a prob
one's that really want it says its to stop snipers, yet in main uses d/s and only builds a strike there to take out a defence.
p/much same thing but on another sever.
Its a war game, anything u build wont last forever. Stuff is meant to b destroyed.
Don't want to lose it don't build it.
Can say the snipers r losing there strike too, there losing turns and snipers can not sit on everyone if everyone builds.
If stuff wasn't meant to b destroy, u would think the same on main yet u see there stuff getting destroy all the time by ppl only building strike and using d/s.
To many ppl
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imo over something that's not really broken. Just too many ppl use to holding onto some planets.