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 A new badge. Crimson badge for PvP 
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Crimson Badge.

Badge obtained from duel based victories.
Attack action (attack button) required from both sides.

Trigger event : attack button

Bonus for ship strength (attack + defense) proximity.
Within 10% bonus. + 1

Experience xp awarded.

Winner : bonus + 1
Defeated :bonus

Prestige related rewards : Monuments, Ace crewmen (ship modules, etc)

Plamok

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Sun Mar 25, 2012 2:54 am
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I'd enjoy a new badge module, but - and this may change at higher ranks (and I am assuming it does) - I don't often have people attacking me back in the middle of a fight.

What if it were changed so that the badge was obtained if the enemy player was online when you disabled them? That would certainly tempt me into hitting more QFT'd players; a guarantee that they're online or were recently.

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Sun Mar 25, 2012 4:49 am
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RigorMortis wrote:
I'd enjoy a new badge module, but - and this may change at higher ranks (and I am assuming it does) - I don't often have people attacking me back in the middle of a fight.

What if it were changed so that the badge was obtained if the enemy player was online when you disabled them? That would certainly tempt me into hitting more QFT'd players; a guarantee that they're online or were recently.


It is a thought to be considered. The purpose behind this suggestion is to encourage matched PvP while both players are behind the wheel. Victory will favor those who applied better tactics and deeper knowledge of PvP.

The Crimson reward scale could take this into account.
- Victory vs refusal to engage : 1 crimson if the one challenged is matched and not under halcyon.
- Victory through engagement : 2 crimson to winner 1 to defeated
- Victory through matched engagement (the equality factor could affect the bonus)
1 Bonus for each player. Making for a maximum of 3 for the winner.

Experience points would take the reverse approach to XP gained. The weaker opponent who obtains victory obtains more xp.

The Crimson badges would be prestige badges in the old spirit of jousting.

Would this reflect your suggestion?

Plamok


Sun Mar 25, 2012 5:08 am
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That would sound reasonable to me. Essentially, you would obtain one crimson if the other player is online, but does not engage you back in combat, correct?

Then of course more crimson badges would be awarded for both the winner and loser if the enemy was online to fight.

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Sun Mar 25, 2012 6:04 am
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I like this overall, but the question is:

how do we avoid farming?

basically, two allied(but not formally NAPed) legions can pretty much arrange times to "duke it out" between all possible pairing of online members(via alerting all participating ships on both side one by one)

Sure, it would take some effort to arrange such a farming spree.
But frankly, considering the likely difficulty of this occuring in real game play(especially the both side oniine part, i've only had one of those in the half a year i've played this), the reward items would require probably a small amount of badges.. and thus the effect of a farming spree would be big.

So unless this is done in a random drawn tornment fashion which is kinda removed from regular pvp.... doesn't really appear to be "safe"

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Sun Mar 25, 2012 7:07 am
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RigorMortis wrote:
That would sound reasonable to me. Essentially, you would obtain one crimson if the other player is online, but does not engage you back in combat, correct?

Then of course more crimson badges would be awarded for both the winner and loser if the enemy was online to fight.


Yes this is it.

Our friend has raised an issue about a way to exploit this. Alas he is right, we would have to find a way to prevent abuse.

Plamok

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Sun Mar 25, 2012 7:32 am
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Plamok wrote:
RigorMortis wrote:
That would sound reasonable to me. Essentially, you would obtain one crimson if the other player is online, but does not engage you back in combat, correct?

Then of course more crimson badges would be awarded for both the winner and loser if the enemy was online to fight.


Yes this is it.

Our friend has raised an issue about a way to exploit this. Alas he is right, we would have to find a way to prevent abuse.

Plamok


You cannot obtain Crimson Badges from a legion whom you have had an NAP with until a week after the NAP has been broken.

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Sun Mar 25, 2012 8:56 am
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BlackheartedKnight wrote:
Plamok wrote:
RigorMortis wrote:
That would sound reasonable to me. Essentially, you would obtain one crimson if the other player is online, but does not engage you back in combat, correct?

Then of course more crimson badges would be awarded for both the winner and loser if the enemy was online to fight.


Yes this is it.

Our friend has raised an issue about a way to exploit this. Alas he is right, we would have to find a way to prevent abuse.

Plamok


You cannot obtain Crimson Badges from a legion whom you have had an NAP with until a week after the NAP has been broken.


ALOT of legions have informal NAP.... our legion have 2 = =;
never made an offical NAP pact, so that's really not gonna stop much...

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Sun Mar 25, 2012 4:59 pm
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Uy23e wrote:
ALOT of legions have informal NAP.... our legion have 2 = =;
never made an offical NAP pact, so that's really not gonna stop much...


Do you think there is a way to implement the idea ?

Plamok


Sun Mar 25, 2012 11:27 pm
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Plamok wrote:
Uy23e wrote:
ALOT of legions have informal NAP.... our legion have 2 = =;
never made an offical NAP pact, so that's really not gonna stop much...


Do you think there is a way to implement the idea ?

Plamok


The only way I can see this not being abused would be offically timed tournament only.... I really can't think of implementation that would be free from abuse in a open enviroment...

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Mon Mar 26, 2012 3:35 am
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Uy23e wrote:
Plamok wrote:
Uy23e wrote:
ALOT of legions have informal NAP.... our legion have 2 = =;
never made an offical NAP pact, so that's really not gonna stop much...


Do you think there is a way to implement the idea ?

Plamok


The only way I can see this not being abused would be offically timed tournament only.... I really can't think of implementation that would be free from abuse in a open enviroment...


Since the spirit behind this is akin to medieval tournaments, an arena would be a nice setting.
Both contenders could use every trick in the bag, any and all artifacts. No alert insured.

Next question then, where would this fit in the game. An enter arena button could call up the arena.
Would the queue be randomized?

To be able to accept a higher handicap than default could also be an option. Players willing to test themselves vs ships 10%,20%,30% stronger than their nominal strength.

Rewards for both winner and defeated. Handicap factored in (ship strength difference ratio) for bonuses.

Feasible ?

Plamok


Mon Mar 26, 2012 5:35 am
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I think the tournaments should happen once every 2-4 hours (exact frequency can be decided by dan).
During the time between each 2 tournament, players may sign up for the next tornament.
To sign up, MIN(200, rank*5) energy and max(100B, rank^3*1000) CR will be deposited. This energy and CR will be refunded at the end of the first round of the tornament if the player is not disqaulifed.
In case where the highest rank participant is 2 times or more than the next highest participant, the said highest ranked participant is ejected from the tornmanet, with some badges as compensation and deposit refunded. Then the next highest will be checked in this same way.
In case of odd number of entries, the last person to sign up will be put on a "standby" slot
When tornament happens, players will be sorted according to rank with a random factor. (for example, each player will be assigned a rank value of (player_rank)*rand(0.8, 1.2), and then all players sorted according to the calculated randomized rank value) and pairing is made between 1st and 2nd, 3rd and 4th etc.

Once that is done, the game will send a tempoary alert of the opponent ship to each pair of players so they can lock using that.
Each round will last 5 min, at end of which the alert expires.
All alerts generated via artifacts, trap trigger, hack and attacks during this 5 min period by the opposing ship will be removed at the end of the 5 min period. Note that raid will NOT be removed(as it's not essential to the tornament itself, it is not considered part of the tornament action. Hack, on the other hand, have its uses--tactical inner bypass)
The victory goes to the opponent of the first ship to be disabled in each pair(regardless of the reason of disable... if the guy forgets and hits a base and kill himself... the oppnent still wins~).
If neither ship is disabled, it results in a draw.
In case of draw, if either ship made less than 10 attacks, that ship is disqualified and is ejected from the tornmanet.
If at the start, one of the ship is already disabled, the opponent automatically wins. and that ship is ejected from the tornament
If both ships are disabled at the start, they are both disqualified and no reward is given, and they are both ejected from the tormanet.
If the losing ship did not perform any action during the round(this does count repairing AFTER being disabled, which will not change the outcome of the round, just count as an action), he is disqualified and ejected from the tornament

There will be a 1 min rest time between each rounds for the ships to reply any buff needed, apply traps or to withdraw from the tournament(in case where there is not enough energy for another round etc)

If there is an odd number of ships at the start of the enxt round(due to withdraw and ejection), if there is a ship in the "standby" slot, that ship will be put into the tornament.
otherwise, the latest sign up ship in the remaining ships will be put into the "standby" slot

There will be multiple rounds per touranments if there is enough players remaining after the first round(meaning not forcefully ejected), if there is, the list is simply regenerated based on new randomly generated rank values.
In case where same pairing are made, if the result was the same as last round, the loser will get an extra badge as compensation.
Requirement for 2nd round can be say 16 remaning entries, 3rd round to be 64 remaining entries, 4th is 256 and so on. It will continue until condition not met.


Rewards(per round): Note that ships ejected from the tournament in any round will not recieve any reward for that round, thou will recieve full reward for previous ones.
as per the randomization, the largest margin of rank differencial can be as large as 1.5 at least. So here is a chart of rewards:
Win, Lose, Draw(reward for lower ranked ship is listed first, win, lose draw from the view of the lower ranked ship)
1.5x or more 8/0, 1/4, 3/1
1.4-1.5x 7/0, 1/4, 3/1
1.3-1.4x 7/0, 0/5, 2/2
1.2-1.3x 6/0, 0/5, 2/2
1.1-1.2x 6/0, 0/5, 2/2
1-1.1x 6/0, 0/5, 2/2

(of course considering possibly multiple rounds per tournament, and multiple badges given per round, the badge item price, in term of badge, should be fairly expensive. Thou considering the amount of energy and artifact required to fight.... it shouldn't be too expensive~)

Note that halced/calmed players cannot sign up for tornmanets, and once signed up the player may not use halc/amp. As it might create complications otherwise.

How's that?

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Mon Mar 26, 2012 6:42 am
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