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KUKAOS
Joined: Thu Mar 31, 2011 12:08 pm Posts: 283
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Okay for some reason I seem to fail planet invasions alot. Even when I have 3 times more attack and Defense than the planet aswell as using cartriges. Now looking at all the other timers in the game I notice that if you succeed in hacking/raiding you have a 15 minute timer but if you fail you have a 5 minute timer (1/3 of the success) Why not do something like this for invasion? If you Fail you should only have to wait 8 hours before the next invasion.
_________________ Rank 562
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Fri Aug 19, 2011 2:05 am |
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Delta62
Joined: Fri Aug 13, 2010 7:14 am Posts: 103
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Because an engineered virus lasts 24 hours. If the owner of said planet doesn't log on to use a cloning pod, you can just try again for 15 energy. With a hack and a raid, it's essentially the same chances every time unless someone were to use a arti/trap, or install more cloaking/scan.
_________________ "I'm in space."
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Fri Aug 19, 2011 3:06 am |
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Apotheosis
Joined: Tue Dec 14, 2010 1:58 am Posts: 38
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+0.5, i do feel that 24hours is too long a cooldown for invasion, but 8 hours would be way too little, consider that u might be away sleepign for 9 hours or away workin and be offline for 10hours, someone could have 2 shots at ur planet without u being able to do anythign about it, perhaps a failed invade cd going to 12hours might be more appropriate without warping game balance.
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Sat Aug 20, 2011 12:06 pm |
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KUKAOS
Joined: Thu Mar 31, 2011 12:08 pm Posts: 283
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Apotheosis wrote: +0.5, i do feel that 24hours is too long a cooldown for invasion, but 8 hours would be way too little, consider that u might be away sleepign for 9 hours or away workin and be offline for 10hours, someone could have 2 shots at ur planet without u being able to do anythign about it, perhaps a failed invade cd going to 12hours might be more appropriate without warping game balance. I believe that the 24 hour timer is good. All i am suggesting is that if you fail the invasion you should only have 8 hour timer. like i said Raiding and hacking have a timer 1/3rd of the normal timer if you fail.
_________________ Rank 562
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Sat Aug 20, 2011 2:02 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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I'd like it to be a 20hour timer like the daily reward. I don't mind the fail timer being the same though.
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Sat Aug 20, 2011 2:38 pm |
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Jason
Joined: Sun Apr 25, 2010 6:40 pm Posts: 193
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I would like it to stay 24 hours to give the current owner time to react. However i think that timer should only apply to the planet you tried to invade and their shouldnt be a timer if you wanted to try a different planet. Like how you can colonize as many unoccupied planets in a row as u would like.
_________________ Don't mind me, I'm just here for the planet.
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Sat Aug 20, 2011 11:16 pm |
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KUKAOS
Joined: Thu Mar 31, 2011 12:08 pm Posts: 283
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OKAY NOW I AM TOTALY F'ed OFF. Invasion was a failure. Planetary defenses were strong enough to ward off your advance You had a 90% chance of success.
HMMM. 2500 attack and 2000 defense against 0 attack and 0 defense and i still fail. thats the 5th time in a row.
_________________ Rank 562
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Sun Aug 21, 2011 1:16 am |
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KUKAOS
Joined: Thu Mar 31, 2011 12:08 pm Posts: 283
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Apotheosis wrote: +0.5, i do feel that 24hours is too long a cooldown for invasion, but 8 hours would be way too little, consider that u might be away sleepign for 9 hours or away workin and be offline for 10hours, someone could have 2 shots at ur planet without u being able to do anythign about it, perhaps a failed invade cd going to 12hours might be more appropriate without warping game balance. Well its no different with the PVP timers. You might be offline when someone attacks you. And you might have a fair bit of research points, artifact points and Minerals. Lets just say you went to sleep for 8 hours a person could easily Raid/hack you up to 36 times in that amount of time (depending on how many actions you had completed before you went to sleep).
_________________ Rank 562
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Sun Aug 21, 2011 2:24 am |
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