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#9 Tau Ceti Part 3 & Conquest Rework

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KingSub

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What's that?
The costs of energy should apply here, if that would be implemented in the open world. Of course lower than the regular materialization on the spot but to avoid exploits, it should cost some energy ^^
Why exploit? Thats good for us and good for Devs. We're gonna buy more Energy than regular. So its a win win situation here. @Highway could implement the same Cooldown times from the CQ for PvE Players. Of course the normal Materialization should be the same Cooldown, except the Materialization to Squadleader and for LZ they should take here the Cooldown times from the CQ it worked fine. I've seen alot players Materialize after they podded in CQ. This Feature is a nice thing and popular. 😁
 

nemesis1900

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Hello.

I propose something very simple. If they enlist to participate 10vs8. So the conquest is 8vs8. Therefore, two players from the fleet that listed 10 will be left out.

Those two players should be substitutes.
Why alternates? In case, in the beginning of the conquest, their connection drops when they go down to the planet, which is why it does not allow them to go down and participate, then they can be replaced by the substitutes instead of the holders.

Because disconnections at the beginning of the conquest and the conquests at a disadvantage in number are very normal, it is not fair or fun for both parties.

Best regards.
 

Iron Black

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the conquests are fine as they are
 

Iron Black

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Hello.

I propose something very simple. If they enlist to participate 10vs8. So the conquest is 8vs8. Therefore, two players from the fleet that listed 10 will be left out.

Those two players should be substitutes.
Why alternates? In case, in the beginning of the conquest, their connection drops when they go down to the planet, which is why it does not allow them to go down and participate, then they can be replaced by the substitutes instead of the holders.

Because disconnections at the beginning of the conquest and the conquests at a disadvantage in number are very normal, it is not fair or fun for both parties.

Best regards.
va a llorar?
 

nemesis1900

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the conquests are fine as they are
I consider that nothing is perfect and nothing is ever complete. Everything must always be tested and reformed to produce greater well-being.

I think the conquest system is fine, but the problem of disconnections at the beginning is a point to be solved.

I have nothing to cry about, I'm just trying to contribute to the well-being of the whole game.

Best regards.
 

Highway

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The client crash that often happened just in the beginning of a conquest was fixed with the last update, so this should not be an big issue anymore. Sure it can happen that due some coincidence someone is not able to land on the planet in the given time, but i suspect that will be rare.

Our data shows that even when the crash was still in the game most of the time all players landed to participate for the conquest match.
 

KingSub

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In my opinion there are problems with Ore distribution. For example, I got 18 kills, the opposing team 8, of which only 2 to 3 ores dropped. The problem is that the opposing team sends out an ore collector and it doesn't matter how many you kill, it doesn't do anything if you only collect 1-2 ores and can hardly reach the ore collector. We lost in a ratio of about 130 to 24 even though we achieved more Kills. The solution would be that everyone drops Ores instead of having permanent collectors and in this situation no one has chance of winning the CQ. We weren't that bad.. But fairness is also missing here. Everyone should drop ore.. If the team has any
 

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Well if you can´t win a CQ with PvP you can win with strategy and i would say that it is a viable strat to say that only 1-2 Pilots are collecting the ore and get heavily guarded in return to protect the recources they have collected.

The only way to prevent such a strat however would be to give every Pilot an "limited storage" of how much ore they can collect and then it would require some sort of "storage location" they need to deliver it to what then would result in new strats.

Balancing PvP in every aspect to say "now is everything perfect and has no possible exploit/strat that can be abused" will you never find cus someone will always find a new way to benefit from the mechanic of it
 

dontbelive

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Well if you can´t win a CQ with PvP you can win with strategy and i would say that it is a viable strat to say that only 1-2 Pilots are collecting the ore and get heavily guarded in return to protect the recources they have collected.

The only way to prevent such a strat however would be to give every Pilot an "limited storage" of how much ore they can collect and then it would require some sort of "storage location" they need to deliver it to what then would result in new strats.

Balancing PvP in every aspect to say "now is everything perfect and has no possible exploit/strat that can be abused" will you never find cus someone will always find a new way to benefit from the mechanic of it
Or just a simplier method would be to have a general ore storage which will be stored generally and not per pilot.

Similar like the clan cryonite.

Killing any pilot in cq will drop an ore (if any collected) doesn't matter how much the pilot collected (even if he has collected 0 ores he will drop an ore)

It will be more fair and everyone has the same chance to win.
 

KingSub

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What's that?
Or just a simplier method would be to have a general ore storage which will be stored generally and not per pilot.

Similar like the clan cryonite.

Killing any pilot in cq will drop an ore (if any collected) doesn't matter how much the pilot collected (even if he has collected 0 ores he will drop an ore)

It will be more fair and everyone has the same chance to win.
Jep. This will turn the cq battle more interesting as it is.✔
 

KingSub

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What's that?
it's a bit frustrating, even when you get good kills you can't win. cq reminds me little bit of resource war.. 😵
 
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