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invasion timers
http://galaxylegion.com/forum/viewtopic.php?f=6&t=34703
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Author:  Vanir [ Wed Apr 10, 2013 9:26 pm ]
Post subject:  invasion timers

I really dont see this being a new idea, and while I didnt actually search for it maybe it should reopened for debate.

Universal timers. Yes invasion timers that are all across the board. Why? No point in them. I can see a timer for each planet you tried to invade but dont put a cap on them for the entire day...

example:

1) Player X fails invasion on planet A with current system hes done for 24 hours.
2) (New system) Player X fails an invasion on planet A. A has a 24 hour timer for next invasion. Player X then attacks planet B. Player X fails an invasion on planet B. B has a 24 hour timer for next invasion.Player X then attacks planet C. Player X conquests the planet.

system two makes a lot more sense. I will say that with footballing being a "bad" thing this could see abuse. a temporary fix could be in my system you only trigger the 24 hour flat invasion timer if you capture a planet, AND you trigger individual 24 hour planet invasion timer on a failed attempt.

The latter here being offered is more of a stand alone patch. I only offer it cause i have no idea how footballing will be fixed or what changes to planet captures are in the works already.

Whats been the previous suggestions? How would you fix the football? and keep invasion fun?

Author:  KJReed [ Wed Apr 10, 2013 9:56 pm ]
Post subject:  Re: invasion timers

wait.
are you trying to say one person fails on a planet it gets 24 hour immunity to all invasions?

Author:  itsSoulPLayAgain [ Wed Apr 10, 2013 10:00 pm ]
Post subject:  Re: invasion timers

-1. Build your planets to repell a team. its not eassy but thats the way the game works. All this idea would do is hurt lower ranks

Author:  Vanir [ Wed Apr 10, 2013 10:24 pm ]
Post subject:  Re: invasion timers

KJReed wrote:
wait.
are you trying to say one person fails on a planet it gets 24 hour immunity to all invasions?


No.

Im sayn your own personal invasion timer should be planet specific not triggered all across the board for any planet invasions for 24 hours.

I will explain my example some more. It seems i wasn't clear.


Player X fails an invasion on planet A.
Planet A has a 24 hour timer for you, and your next invasion (personal timer)
Player X then attacks planet B.
Player X fails an invasion on planet B.
Planet B has a 24 hour timer for you, and your next invasion.
Player X then attacks planet C. Player X conquests the planet.

This could happen in the space on an hour. You get a chance to actually take a planet. instead of failing a invasion waiting 24 hours tryn again on another planet. I did ceded the point that after you conquer a planet you should trigger your 24 hour planet invasion timer...I see that as being a band-aid attempt to fix footballing. I offered it only because I do not know what any proposed changes are coming to fix this problem already.

Author:  failname [ Thu Apr 11, 2013 1:15 am ]
Post subject:  Re: invasion timers

he means that you can attempt as many invasions per day as you have enemy planets, that every planet's invasion timer is isolated to that planet... big -1.

Author:  Darth Flagitious [ Thu Apr 11, 2013 1:22 am ]
Post subject:  Re: invasion timers

We have Paradox Generators and Annex Decrees. That's quite sufficient for second-try invasions when your invaders just got their collective asses handed to them.

Author:  Vanir [ Thu Apr 11, 2013 4:32 am ]
Post subject:  Re: invasion timers

failname you have it right. though i dont know why people wouldnt want this.

Darth Flagitious Yes we do have these arts, but this idea isnt aimed at another shot at taking a specific planet, but more taking A planet. The idea as proposed would let it be more or less infinite planet captures, as long as you had infinate energy for it, scans and invade etc. You miss taking a planet? oh well move on to the next one!

Author:  KJReed [ Thu Apr 11, 2013 4:38 am ]
Post subject:  Re: invasion timers

Vanir wrote:
failname you have it right. though i dont know why people wouldnt want this.

Darth Flagitious Yes we do have these arts, but this idea isnt aimed at another shot at taking a specific planet, but more taking A planet. The idea as proposed would let it be more or less infinite planet captures, as long as you had infinate energy for it, scans and invade etc. You miss taking a planet? oh well move on to the next one!

umm less chance of our planet being taken?
thats part of the protection for some planets.
taking a low % invade requires giving up a shot at any other planet for 24 hours

Author:  Vanir [ Thu Apr 11, 2013 4:45 am ]
Post subject:  Re: invasion timers

It would make planets being taking more likely this is true. You would also be able to take them back. It would make having cloak and def a good thing to have.

The thing to note here, any one person wouldnt have a very high % of your planets so its not like someone would really pick on your planets. and lets face it, if someone wanted a planet of yours by now they would have it...you keep them cloaked and check on them and flux it if needed.

Author:  KJReed [ Thu Apr 11, 2013 5:26 am ]
Post subject:  Re: invasion timers

Vanir wrote:
It would make planets being taking more likely this is true. You would also be able to take them back. It would make having cloak and def a good thing to have.

The thing to note here, any one person wouldnt have a very high % of your planets so its not like someone would really pick on your planets. and lets face it, if someone wanted a planet of yours by now they would have it...you keep them cloaked and check on them and flux it if needed.

its not that anyone woud pick on my planets or anyone elses.
it allows people to try for planets without any cost at all.
there should always be some tradeoff

Author:  Vanir [ Thu Apr 11, 2013 4:56 pm ]
Post subject:  Re: invasion timers

but why? its just an arbitrary thing here...I can see the invasion timer being planet specific because you want the other guy to be able to respond to a failed invasion attempt instead of letting them have unlimited attempts at stealing a planet and then fluxing it.

I captured a planet, why cant i take another? it would just make the game go faster. Thats not a bad thing.

Author:  thunderbolta [ Thu Apr 11, 2013 5:22 pm ]
Post subject:  Re: invasion timers

-1

1) Illogical. If you can attempt another invasion, then you can attempt another invasion. As it stands, it takes 24 hours to prepare for an invasion. Thus, 24 hour timer.
2) Needless. The system works. Don't change what isn't broken.
3) Paradox/Annex Decrees
4) Patience - just wait the damn day.

Author:  KxG Ryoko [ Thu Apr 11, 2013 5:29 pm ]
Post subject:  Re: invasion timers

Vanir wrote:
but why? its just an arbitrary thing here...I can see the invasion timer being planet specific because you want the other guy to be able to respond to a failed invasion attempt instead of letting them have unlimited attempts at stealing a planet and then fluxing it.

I captured a planet, why cant i take another? it would just make the game go faster. Thats not a bad thing.


Think of it this way. it takes 24 hours for you to ready your invasion team, regardless of success/failure.

24 hours to resupply/ready your team after succeeding.

24 hours to clone a new team because they were all afflicted with the Redshirt Gene.

Author:  playret0195x [ Thu Apr 11, 2013 7:33 pm ]
Post subject:  Re: invasion timers

How much coding will this make? Not to mention more server lag and game crashes on the planet tab.

Being able to invade an infinite number of planets is a stupid strategy. IRL the crew would weaken from each consecutive and constant failure, due to not getting any chance to rest up.

BTW, it doesn't really take a whole day to prepare for invasion, only a few hours. And a few days to recover from an invasion attempt (failed or not). It's just the more time you spend preparing for it the stronger the invasion/invasion defense is at invading/defending it.

Author:  failname [ Thu Apr 11, 2013 9:09 pm ]
Post subject:  Re: invasion timers

Sure i would like to invade 10 planets a day, doesn't mean it is good for the game.
still -1

Author:  gerrgd [ Thu Apr 11, 2013 11:19 pm ]
Post subject:  Re: invasion timers

you wouldnt be able to invade 10 planets. as soon as you successfully capture a planet you cant attempt another for 24 more hours

Author:  failname [ Thu Apr 11, 2013 11:32 pm ]
Post subject:  Re: invasion timers

gerrgd wrote:
you wouldnt be able to invade 10 planets. as soon as you successfully capture a planet you cant attempt another for 24 more hours

Yes you can, you can invade and fail, and invade and win.

It's. Not. Going. To. Happen.

Author:  Sivarty [ Thu Apr 11, 2013 11:39 pm ]
Post subject:  Re: invasion timers

-1 people would just start at the hardest to invade and work there way to the easiest to invade till they sucseed, it takes away the trade offs, reduces the stratagey. would not have to weigh the desire for a planet with getting a better planet that i have less chance of suceeding at.

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