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 Galaxy Legion Duel System 
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NEW TITLE: Galaxy Legion Duel System

Alright, so there is a lot of arguments going around concerning PvP and the new modules and attack vs defense, whether artifacts should be able to be spammed, etc ...
It seems that one problem is that battles, disables, PvP in general means nothing. A person being Online means they'll cage any artifacts, reapply traps, and won't get disabled (without colossal energy waste). A person being Offline means they can be artifact spammed, trap run, and disabled easily (a rank 200 could disable a rank 1200 if the latter is Offline).

Please read everything before passing judgement. I have entered a suggestion that ONLY deals with the attacking/defending portion of PvP and does NOT affect raiding or hacking. This ONLY deals with how attacks and battles are dealt with.

NOTE: This system is in ADDITION TO the current pvp system!

So, here is my suggestion ... make PvP similar to other games in the sense of occurring in 1 single instance and not a single attack at a time.

1. When you "Attack" another player, you enter an 'instance'. At this point, the Battle begins and you lose control (i.e. you cannot heal yourself, you cannot apply buffs, you cannot apply any further artifacts, etc).

a) An "Attack" will be defined as a Battle between two players that exists for X # of attacks (this could either be a defined number or perhaps until the first ship is disabled).
b) After clicking "Attack", you cannot repair, buff, alter modules, or do anything else in relation to your ship until the Battle has been complete (the Battle would be instantaneous, but this is to say that you cannot have two windows open and heal in one).
c) The winner of the "Battle" can be defined in a number of different ways described below:
I. One player disables another, obviously the winner is declared the victor.
II. The player that deals the most damage to the other ship is declared the victor. This could either be a static number or perhaps a percentage of the relevant player's hull.
III. The battle is declared a stalemate if neither ship is disabled and/or if insufficient damage is dealt, which would yield neither a win or loss on either record.


2. After you "Attack", you will be ejected from the screen in which you began and the player will leave your Battle Tab (essentially the same as it is now if you attacked and clicked out of the box)

a) This will prevent a person from just attacking, healing, attacking again and winning. This may not help for the incredibly high ranks that only have a select number on their BT, but it will help the majority. Eliminates targeting.
b) This will still allow you to target a person who has been Alerted, so it retains that function.


3. The Battle:

a) When in the Battle, the initiating player attacks first followed by the defending player and then it repeats until the Battle has ended.
b) Any buffs the initiating player has on their ship will apply to the Battle and likewise for the defender.
c) Any special abilities for the attacking or defending player will be applied.
d) The initiating player has the ability to debuff the defending player prior to initiating the Battle, but once the Battle has begun there will be no further opportunity to debuff the opponent.
-Note: There will be a maximum of X # of debuffs (probably 1-3) and you cannot debuff the same person for more than 2 Battles in a single 24 hour period.
-Note: Defending players do not have the option to debuff attackers (since they are not initiating the battle and thus will not have access). This is another minor advantage for attackers.
e) The defending player's traps will be present during the Battle and will be set off at some point in the Battle.
-Note: Halcyon traps will be set off during the FIRST round of attacks to ensure that both players are protected (attackers do not waste energy, defenders do not get disabled before it sets)
-Note: Krionus traps will be altered to simply reduce the attacking player's attack TO 75% from its buffed state. This way, the attacker will have reduced attack, which could help the defender survive, but it still gives the attacker a chance.
-Note: Traps will not stack on the attacker. However, the time will be reapplied if a second is tripped on another player. This is to prevent situations similar to attackers spamming defenders with debuffs.
f) Once the Battle has ended (either by one ship disabling the other, a halcyon going off, or some other circumstance), the initiating player will have a window on their News Feed showing how the Battle went.
-Note: The initiating player will be ejected from the defending player's window. There should somehow be a check to ensure that multiple windows aren't open with that one player's window to prevent targeting.
-Note: If the initiating player successfully disabled the defending player's ship, a Raid button will appear immediately after the Battle has ended and will function the same as is now.
g) Both players will receive either a win, a loss, or nothing depending on the outcome of the battle. Winning and/or losing does not inherently indicate a disable, but does indicate a relative victory.
-Note: Some sort of condition should be present that could give a 'win' to the attacker without actually disabling the other ship since this new system may not always lead to a disable.
-Note: If a ship is disabled, one person gets a win and the other gets a loss. If neither is disabled, but one wins, then the victor gets a win and the other gets neither win/loss. If neither wins, both get neither win/loss.
-Note: Disabling a ship should yield a bigger bonus when compared to a simple win. A badge should be awarded for any win, but a disable should yield more as well as having its own stat (the current kills stat).
h) After the battle, the initiating player's page will refresh similar to the hourly refresh. A box will appear in the News Feed alerting them of the win/loss/stalemate and relative rewards.


4. An Example Battle (Note, these are mainly to show battle flow and not inherently the outcome since I cannot calculate an entire battle)

Player A: Rank 500, Hull 20000 (with +50%), Shield 5000 (with +100%), Attack 8000 (buffed with +5%, +10%, +15%), Defense 12000 (with +5%, +5%, +5%)
Player B: Rank 400, Hull 9000 (unbuffed), Shield 2000 (unbuffed), Attack 5000 (unbuffed), Defense 8000 (unbuffed)
Player C: Rank 350, Hull 15000 (with +50%), Shield 4000 (with +100%), Attack 5000 (with +5%, +10%, +15%), Defense 7500 (with +5%, +5%, +5%)

a) Player A attacks Player B and does not debuff him/her
b) Player B attacks back against Player A
c) Player A attacks Player B and sets off Krionus, which brings his/her attack to 6000
d) By the end of the battle, Player A has dealt more damage to Player B (perhaps disables, perhaps not)
e) Player A's page refreshes and a box appears in the News Feed alerting him/her of their victory (as well as a badge, experience, etc)

a) Player A attacks Player C and uses an EMP Sphere and Disarming Bomb, bringing Player B's attack/defense to 4500/7200
b) Player B attacks back against Player A
c) Player A attacks Player B and sets off Krionus, which brings his/her attack to 6000
d) By the end of the battle, both players have approximately the same hull remaining and neither is disabled
e) Player A's page refreshes and a box appears in the News Feed alerting him/her of the stalemate (no badge, minimal experience, no win/loss on record)

a) Player A attack Player D, an alert on the News Feed
b) Player D attacks back against Player A
c) Player A attacks Player D and disables him/her (Player D having already been attacked previously from another player)
d) Player A gets a "Raid" button and has the ability to raid Player D one single time exactly how it is now
e) Player A's page refreshes and a box appears in the News Feed alerting him/her of the victory (badge(s), experience, etc)


5. Comments

Please leave Comments and Questions. I will copy and paste and then reply to all questions and comments in this section.

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Last edited by Vette on Fri Jan 27, 2012 4:46 pm, edited 7 times in total.



Thu Jan 26, 2012 8:30 pm
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scratching everything i previously said as re reading again, has everything i asked already answered and my mind is telling me i need sleep XD.

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Last edited by Kharr on Thu Jan 26, 2012 9:05 pm, edited 1 time in total.



Thu Jan 26, 2012 8:53 pm
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Scratching!

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Last edited by Vette on Thu Jan 26, 2012 9:07 pm, edited 1 time in total.



Thu Jan 26, 2012 9:02 pm
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Honestly, I dislike most of it... Dont get me wrong, I did read through and see the drive behind the idea..
I just think this will kill alot of fun factors that make this game fun.
Maybe adding 10-20 timer between actions such as reapplying a trap and healing if attacked last 5 minutes would be better way to deal with this?


Thu Jan 26, 2012 9:03 pm
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Romah wrote:
Honestly, I dislike most of it... Dont get me wrong, I did read through and see the drive behind the idea..
I just think this will kill alot of fun factors that make this game fun.
Maybe adding 10-20 timer between actions such as reapplying a trap and healing if attacked last 5 minutes would be better way to deal with this?


Is the fun in the win/loss/comparison of stats or is the fun in clicking a bunch of times? To me, there is no "fun" in debuffing a person to 0 and getting a disable ... it's not rewarding. Nor is it "fun" to try disabling a person only to have them constantly reapply KVTs (such that it is nearly impossible to disable them).

The "Battles" mentioned here are instantaneous and so there is no real reason to have a 5 minute delay timer since it will not affect that particular battle

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Thu Jan 26, 2012 9:07 pm
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Think this idea would only work if a dueling area was added and it would be with no traps , no debuffs and to the death

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Last edited by Willeitner on Thu Jan 26, 2012 9:19 pm, edited 1 time in total.



Thu Jan 26, 2012 9:11 pm
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-1 to this idea i agree with Romah and i also think the battle system is just fine as it is.


Thu Jan 26, 2012 9:17 pm
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Epicownage wrote:
-1 to this idea i agree with Romah and i also think the battle system is just fine as it is.



Why? Thoughts? How is the system fine the way it is when disables mean nothing in regards to strength or ability?

I'm not saying what I've offered is perfect and what's here is worthless, I'm simply offering an idea. Such an idea has not been suggested before (at least recently) and it would be nice to have some thoughts to try and formulate an idea that everyone enjoys rather than just -1.

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Thu Jan 26, 2012 9:22 pm
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Honestly, bravo for really putting some thought into this. It's just too often that a new system comes with a new set of problems so I gotta give it a -1 but I would still try it before knocking it. If this was tried I would like it to be an optional beta thing on the side that counts for nothing and doesn't actually use your resources but shows you what you would use if it was actually happening.

I like to attack the person once then decide if I wanna pursue the attack. Sometimes I forget to check if someone is a tiny ship size.
Also you would have to add a bump feature, just make it cost 5 energy.

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Thu Jan 26, 2012 9:23 pm
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Vette wrote:
Epicownage wrote:
-1 to this idea i agree with Romah and i also think the battle system is just fine as it is.



Why? Thoughts? How is the system fine the way it is when disables mean nothing in regards to strength or ability?

I'm not saying what I've offered is perfect and what's here is worthless, I'm simply offering an idea. Such an idea has not been suggested before (at least recently) and it would be nice to have some thoughts to try and formulate an idea that everyone enjoys rather than just -1.

The thing is that artis provide a tactical advantage rather than just who's got the better ship. And it allows lower levels to at least have a chance against higher ranks.


Thu Jan 26, 2012 9:24 pm
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Tree7304 wrote:
Honestly, bravo for really putting some thought into this. It's just too often that a new system comes with a new set of problems so I gotta give it a -1 but I would still try it before knocking it. If this was tried I would like it to be an optional beta thing on the side that counts for nothing and doesn't actually use your resources but shows you what you would use if it was actually happening.

I like to attack the person once then decide if I wanna pursue the attack. Sometimes I forget to check if someone is a tiny ship size.
Also you would have to add a bump feature, just make it cost 5 energy.


+1

Thank you for the feedback.

Perhaps instead of this replacing the system, this could be a "Duel" system. Have both systems, the current one and a "Duel" system. The "Duel" system could have its own stats on your ship page and would be a better indicator of the ships that have the truly good stats.

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Thu Jan 26, 2012 9:26 pm
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Epicownage wrote:
Vette wrote:
Epicownage wrote:
-1 to this idea i agree with Romah and i also think the battle system is just fine as it is.



Why? Thoughts? How is the system fine the way it is when disables mean nothing in regards to strength or ability?

I'm not saying what I've offered is perfect and what's here is worthless, I'm simply offering an idea. Such an idea has not been suggested before (at least recently) and it would be nice to have some thoughts to try and formulate an idea that everyone enjoys rather than just -1.

The thing is that artis provide a tactical advantage rather than just who's got the better ship. And it allows lower levels to at least have a chance against higher ranks.


Unfortunately, at the moment it does not ... when you can literally debuff someone to 1 defense, that's not skill/tactics, that is just having more items and fighting someone with no arms.

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Thu Jan 26, 2012 9:28 pm
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At higher ranks i have no idea but at my rank no way someone could reduce you to 1 defence.


Thu Jan 26, 2012 9:31 pm
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I have edited the first post to suggest that perhaps this system could be a "Duel" system (at least at first if not permanently) as Tree suggested (thank you Tree).

What does everyone think of this as "Duel" system?

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Thu Jan 26, 2012 9:31 pm
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Vette wrote:
I have edited the first post to suggest that perhaps this system could be a "Duel" system (at least at first if not permanently) as Tree suggested (thank you Tree).

What does everyone think of this as "Duel" system?

Much better idea +1 and maybe you could only duel with people a certain number of ranks below you so lower ranks dont just get absolutely creamed.


Thu Jan 26, 2012 9:33 pm
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Epicownage wrote:
At higher ranks i have no idea but at my rank no way someone could reduce you to 1 defence.


20 EMP Spheres and a person with 20,000 defense would only have 2432 defense ... a level 100 could easily beat that and most people with 20k defense are over level 700, most probably 800, 900, or 1000.

Likewise, a level 1000 with 20,000 attack would have trouble killing a level 100 or 200 if that player was online and just spammed Krionus traps.


Both of these scenarios happen and it doesn't matter what your rank is ... this is not a balanced system.

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Thu Jan 26, 2012 9:34 pm
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Vette wrote:
Epicownage wrote:
At higher ranks i have no idea but at my rank no way someone could reduce you to 1 defence.


20 EMP Spheres and a person with 20,000 defense would only have 2432 defense ... a level 100 could easily beat that and most people with 20k defense are over level 700, most probably 800, 900, or 1000.

Likewise, a level 1000 with 20,000 attack would have trouble killing a level 100 or 200 if that player was online and just spammed Krionus traps.


Both of these scenarios happen and it doesn't matter what your rank is ... this is not a balanced system.

I didn't know EMP spheres where stackable and rank 100-200's usually dont have a massive amount of KVT's and besides it's their only way from defending from a rank 1000 don't you think.


Thu Jan 26, 2012 9:36 pm
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As a duel system, I really like it. But as a primary PvP system, no. You should also (as mentioned in the numerous Arena threads) be able to duel Legion mates and NAPs as well.

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Thu Jan 26, 2012 9:39 pm
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Update: This has now been renamed the Duel System. I agree, having it as a dueling system along with the current pvp system is a good idea better than one or the other!

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Thu Jan 26, 2012 9:50 pm
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Well it just proves whose ships statistics will win. Unless the stats are pretty close, the damage randomness will not really change the outcome. If you remove all traps, active buffs (passive module buffs can stay) , and effects you get an idea of whose ship is "actually" stronger, but not much else.

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Fri Jan 27, 2012 12:09 am
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