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Extending battle time?

Posted: Sun Aug 24, 2014 3:11 am
by Sol
What do people think of how long it takes to destroy someone? (0 def). You all know by now it takes what, 2 odd turn changes to 0 a def and just eat up their planets, do you think damage per turn used should be scaled back a bit to allow for a more longer battle?

Re: Extending battle time?

Posted: Sun Aug 24, 2014 4:21 am
by Field Marshall
Sol wrote:What do people think of how long it takes to destroy someone? (0 def). You all know by now it takes what, 2 odd turn changes to 0 a def and just eat up their planets, do you think damage per turn used should be scaled back a bit to allow for a more longer battle?
If you can balance against the feeding and the ability of people to last 12 hours when near death, then yes, would be better for less active people.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 4:50 am
by Clockwork
Are you talking about in tournaments, or in general?

In general I don't think it needs changing, if you have the turns to burn, dragging out how long it takes makes the act of massing boring if your sat waiting for 20 mins for your target to unphase enough for 4 more hits, then another 26 mins for the next chance to hit.

In tournaments, it's already fairly easy to drag out a slow death to many hours.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 5:17 am
by Slim87R
I think it seems fine how it is. The only thing I think could be changed is how fast you can attack people who arent set to critical. I have seen spam attacks to somewhere around a few per second allowing a defense to be scoured almost immediately.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 8:14 am
by byrne_1
I think if they have set war to you or have war/war, it should take less time to mass them.

I think its a joke when the set war and its so hard to mass them, its their problem if they are risking a massing, or they think i'm a farm.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 9:25 am
by Field Marshall
byrne_1 wrote:I think if they have set war to you or have war/war, it should take less time to mass them.

I think its a joke when the set war and its so hard to mass them, its their problem if they are risking a massing, or they think i'm a farm.
Not sure about this. People will be too scared to attack for threat of being taken out easily.

war/war can be done in a turn due to the extra damage.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 10:48 am
by KOS
it is rather annoying not being able to get the last 4 hits before the phase... doesnt really matter though considering that weapons are so cheap and easy to repair. your really only out to kill planets so... yes, i vote for more kills!

Re: Extending battle time?

Posted: Sun Aug 24, 2014 3:30 pm
by Sol
[talking about out of tourney stuff, typical gameplay]

Originally, phasing was meant to cull the fact a person could wipe out a defence in a matter of seconds with refreshing or quickly attacking, so it would last well...two TC's. But of course we're all not fond of how you're knee deep into a mass and a person just phases out :P, and on the flip side if you're defending and don't want 5 bill of your planets gone, it's quite hard to find that exact half-hour slot when you're being massed so you can defend.
So the question was asked if can be scaled back a bit to allow a more longer kill (and phasing for that matter I guess).

Re: Extending battle time?

Posted: Sun Aug 24, 2014 6:04 pm
by Master_Splinter
would be nice to be able to build a big defence again :P

Mayb scale the leangth of the battle (massing time) by how big the defence is?
100Q def 2-3hrs to mass (zero def)
200Q def 3-4hrs
300Q def 5-6hrs

then you would really start to see big stats on the sever again

and no you would not be un-massable, descensions take much longer and they still happen :smt019

Re: Extending battle time?

Posted: Sun Aug 24, 2014 6:23 pm
by hokiehomeboy
Until something is done to curb snipers there is no need to build big stats.

Making UU easily killable will stop snipers. They will build stats, or they will be farms by putting everything into farm units. This is the same argument I have made a million times over.

But until people can no longer sit around with 10bil+ UUs and no stats, while generating no DMU to even farm there will be no end to sniping. I keep making this argument but sol refuses to listen.

Re: Extending battle time?

Posted: Sun Aug 24, 2014 6:48 pm
by Master_Splinter
hokiehomeboy wrote:Until something is done to curb snipers there is no need to build big stats.
A man can dream

Re: Extending battle time?

Posted: Mon Aug 25, 2014 5:56 am
by reborn
Master_Splinter wrote:would be nice to be able to build a big defence again :P

Mayb scale the leangth of the battle (massing time) by how big the defence is?
100Q def 2-3hrs to mass (zero def)
200Q def 3-4hrs
300Q def 5-6hrs

then you would really start to see big stats on the sever again

and no you would not be un-massable, descensions take much longer and they still happen :smt019
Have u gone mad?

Deascensions do take longer but that 1 hit every 3 hrs. Not sitting there for 5-6 hrs massing....

If really set on making it longer make nox 28 seconds instead of 14, but even the thought of that makes me want to get a brick an put it into the first face I c.

Re: Extending battle time?

Posted: Mon Aug 25, 2014 10:16 am
by byrne_1
Field Marshall wrote:
byrne_1 wrote:I think if they have set war to you or have war/war, it should take less time to mass them.

I think its a joke when the set war and its so hard to mass them, its their problem if they are risking a massing, or they think i'm a farm.
Not sure about this. People will be too scared to attack for threat of being taken out easily.

war/war can be done in a turn due to the extra damage.

I'm trying to say, if they got war on you, but they have critical on, it takes so long to mass the person back.


I have no problem with the current system if both parties got neutral.

Re: Extending battle time?

Posted: Mon Aug 25, 2014 3:54 pm
by Sol
reborn wrote:
Master_Splinter wrote:would be nice to be able to build a big defence again :P

Mayb scale the leangth of the battle (massing time) by how big the defence is?
100Q def 2-3hrs to mass (zero def)
200Q def 3-4hrs
300Q def 5-6hrs

then you would really start to see big stats on the sever again

and no you would not be un-massable, descensions take much longer and they still happen :smt019
Have u gone mad?

Deascensions do take longer but that 1 hit every 3 hrs. Not sitting there for 5-6 hrs massing....

If really set on making it longer make nox 28 seconds instead of 14, but even the thought of that makes me want to get a brick an put it into the first face I c.
Was considering something far simpler.
Just decrease the effectiveness of turns in general, so they do 'less damage'. e.g. When destroying instead of doing the 10% max, you do 5% or something, same with wep damage.

Re: Extending battle time?

Posted: Tue Aug 26, 2014 12:57 am
by Clockwork
Sol wrote: Was considering something far simpler.
Just decrease the effectiveness of turns in general, so they do 'less damage'. e.g. When destroying instead of doing the 10% max, you do 5% or something, same with wep damage.
What's driving this desire to slow things down, so I can take it outside and shoot it :P

Turns on ascended are already like gold dust, reducing their effectiveness at killing will probably turn the server into a FarmVille clone, because who's going to waste turns killing somebody that could be better used farming resources / wrecks. You could get away with reducing turns 'power' on main because of the many ways to acquire more turns (market/trade/black market). Even the people willing to burn turns massing, would end up doing spits and spurts waiting the the 3week (or two week if you feed app from main) turns refresh.

Slow massing down if you must ( I don't think it's needed ) but don't reduce how efficient turns are.

If you do slow down massing, then it would be a great time to re look at giving players the ability to un-phase themselve (something already available in tournaments), and removing phasing completely in war/war situations (both sides are in it to fight).