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 reduced CD on failed invades 
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Joined: Sun Feb 19, 2012 4:36 am
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Failed raids and hacks give 1/3 the duration before your next try, why not reduce the failed invasion one to 8, or even 12 hours? at least then population viruses will be useful for yourself.

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Tue Jul 10, 2012 12:24 am
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so that people can have multiple shots at my planets possibly before i wake up no thank you

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Tue Jul 10, 2012 12:25 am
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sith squirrel wrote:
so that people can have multiple shots at my planets possibly before i wake up no thank you

You sleep 12 hours?

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Tue Jul 10, 2012 12:29 am
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just an example but i dont play this game religiously so its not the first thing i do everyday

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Tue Jul 10, 2012 12:45 am
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Well, if we're getting / not getting things based on reasonable play standards, can I have my max minerals/etc doubled or tripled? Cause 8 hours of sleep and I've lost minerals/etc.

Not a serious suggestion, of course, but a valid point. In the game's design, if how casual a gamer is was intended to be a serious consideration, I don't think the above would be the case. Yes, you can get storage, but the impact is pretty minimal without going crazy. I have bought a lot of storage and still max out stuff in 8 hours.


Wed Jul 11, 2012 3:47 am
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there are storage modules that you can buy to prevent that

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Wed Jul 11, 2012 3:48 am
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Yep, you must have replied before you made it through all of the few lines I typed.


Thu Jul 12, 2012 1:26 am
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When you fail a raid, nobody will notice.
When you fail a hack, people only notice if you get counter-hacked in which case the opponent actually benefits from your fail.
When you fail an invasion, the planet owner sees that their planet has been attacked and has to take measures to secure their resource production.

This being the case, it's proper to give the planet owner 24 hours to react to failed invasions.
If you're quick, you can slap on another virus after the first expires and population won't increase anyway. I've done it that way before.


Thu Jul 12, 2012 4:03 am
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Idea supported. waiting an entire day because you failed to take a planet at 98% success chance (true story) is outrageous. +1 for the idea.

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Thu Jul 12, 2012 8:04 pm
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Narej wrote:
Idea supported. waiting an entire day because you failed to take a planet at 98% success chance (true story) is outrageous. +1 for the idea.

You can't get a 98% chance, or at least not nowadays, no idea if it's been changed.


Thu Jul 12, 2012 8:23 pm
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If the enemy planet is owned by an inactive player you can go past the 90% success chance limit.


Fri Jul 13, 2012 2:40 am
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+1

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Fri Jul 13, 2012 3:58 am
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Atlas wrote:
If the enemy planet is owned by an inactive player you can go past the 90% success chance limit.

I have never noticed this or been told this before. Interesting.


Fri Jul 13, 2012 4:58 pm
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I say if you fail at a 90% chance, the timer should only be 4 hours. The 90% cap is really lame.


Sat Jul 14, 2012 10:31 pm
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What if I fail to invade a 17x crystal or irradiated at 90% and the player boosts defense, fluxes, and retains the planet? Really lame. If it's poorly defended, the player doesn't deserve to keep the planet.


Sat Jul 14, 2012 10:33 pm
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Plagueis wrote:
What if I fail to invade a 17x crystal or irradiated at 90% and the player boosts defense, fluxes, and retains the planet? Really lame. If it's poorly defended, the player doesn't deserve to keep the planet.



Why dont you go give mento any of your planets that he wants then? i bet he can get a 90% on the majority of them. I mean why not since you clearly dont deserve them. :roll:

If a player has a 17x planet they "deserve" it. whether it was bought for tech or they made it themselves. how much def they choose to put on it is up to them. its a risk vs production decision and that is up to them.

On topic though i think invasion timer should be more like 20 hours (same as daily reward, half the time of the race boosting abilities).
And not just for failed but for any invasion. With it being a full 24 hours the time will just keep getting pushed further and further back. and 20 hours should still be plenty of time to get on and appropriately defend your planet if it was attacked.

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Sat Jul 14, 2012 11:26 pm
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I agree that invasion cd should be slightly lower than 24 hours, thou maybe not 20 because this is a more serious matter, maybe 23.

As for failed invade...
if it was a 90% rate fail, I do feel it might deserve a slight reduce of cd, but not too much.
Say max(12, CD-(R-90%)*1)
where CD is the invasion cd (24 or 23) in hours, R is the invasion rate w/o considering caps (so it can be 2354% if your attack is high enough)
The max(12, xxx) part basically says it can't be lower than 12 hours.

If a player isn't active enough to check back every 12 hours AND "poorly" defend their planet... then they seriously dont deserve the planets.... I might not be able to properly defend my planets against the big ones, but I make it up by checking back often.

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Sun Jul 15, 2012 1:58 am
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Uy23e wrote:
I agree that invasion cd should be slightly lower than 24 hours, thou maybe not 20 because this is a more serious matter, maybe 23.

As for failed invade...
if it was a 90% rate fail, I do feel it might deserve a slight reduce of cd, but not too much.
Say max(12, CD-(R-90%)*1)
where CD is the invasion cd (24 or 23) in hours, R is the invasion rate w/o considering caps (so it can be 2354% if your attack is high enough)
The max(12, xxx) part basically says it can't be lower than 12 hours.

If a player isn't active enough to check back every 12 hours AND "poorly" defend their planet... then they seriously dont deserve the planets.... I might not be able to properly defend my planets against the big ones, but I make it up by checking back often.


20 was just a number that had been used other places in the game instead of just something completely arbitrary. 12 is too little time even if it was a 90% fail. if you want to do a changing wait based on percent id still like to drop success back an hour at least and then depending on your chances if you failed between 23 and 20 hours.

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Sun Jul 15, 2012 3:32 am
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If anything, the cooldown for failed invasions should be LONGER than successful ones. Your invasion party either got their collective asses handed to them and need to recuperate or they fluxed something up and need more (virtual) training.

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Sun Jul 15, 2012 4:37 am
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Uy23e wrote:
I agree that invasion cd should be slightly lower than 24 hours, thou maybe not 20 because this is a more serious matter, maybe 23.

As for failed invade...
if it was a 90% rate fail, I do feel it might deserve a slight reduce of cd, but not too much.
Say max(12, CD-(R-90%)*1)
where CD is the invasion cd (24 or 23) in hours, R is the invasion rate w/o considering caps (so it can be 2354% if your attack is high enough)
The max(12, xxx) part basically says it can't be lower than 12 hours.

If a player isn't active enough to check back every 12 hours AND "poorly" defend their planet... then they seriously dont deserve the planets.... I might not be able to properly defend my planets against the big ones, but I make it up by checking back often.

Everyone deserves every planet they get, they either built it, paid for it or scanned it. Just because it's poorly defended doesn't mean they don't 'deserve' it.


Sun Jul 15, 2012 8:06 am
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