New Level Structure (Part 2)

  • Highlanders
    Highlanders
    Potential Threat
    Joined Oct 2011 Posts: 57
    I like the increased attack are of + or - 2 sectors. Travel times not so important. (would be nice if they were a bit shorter but hey you guys do not have teleporters so hey). I am reserved abut the new level syste. but will give it a fair chance before any comments. however I think you will hear a lot of complaints from level 30 (new 40) once you put this into effect because they will essentially become the farms for everyone 40 and above. But again willing to give it a try before any other comments are made.
  • firesniper
    firesniper
    Minor Nuisance
    Joined Mar 2012 Posts: 164
    this is going to be awsome
    Alliance- 375 Regulators
    Firesniper Out
  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    I like the increased attack are of + or - 2 sectors. Travel times not so important. (would be nice if they were a bit shorter but hey you guys do not have teleporters so hey). I am reserved abut the new level syste. but will give it a fair chance before any comments. however I think you will hear a lot of complaints from level 30 (new 40) once you put this into effect because they will essentially become the farms for everyone 40 and above. But again willing to give it a try before any other comments are made.

    Honestly, if they haven't had their base to OP5 with level 4 turrets by 30 then they deserve a farming or two until they learn to Google.

    Forum banned by a hypocrite at Kixeye.

  • Destrudo
    Destrudo
    Master Tactician
    Joined Feb 2012 Posts: 2,400
    the only problem i notice with this is the time it will take to travel to someone 2 sectors away. will there be a buff for map speed so we can get there quicker as if u have HH u only 2 special slots and if you use mortars you are most likely to use HES 3 and something to lower damage of morts or sents meaning that you are going to wait a long time to arrive at a base you can hit.

    i know that you can relocate to another sector thats maybe closer to them but then what if u find there are more people to hit in the sector farther away which leads back to longer travel times and people getting fed up.

    so will you buff the map speed on some of the larger ships that are used for base hitting
    Lvl 23 - Vega Conflict
    Vega ID - 12417  
    No prizes yet as no raids yet :p
  • Michael Johansson
    Michael Johansson
    Minor Nuisance
    Joined Feb 2012 Posts: 100
    hitman wrote: »
    Not a fair comment - Kixeye have listened and implemented an idea based on customer feedback - well done Swag and Co.

    The 'fair game if you're lvl 30+ rule' was posted by someone in the original thread - can't remember who but well done fella. Gonna be some long sails if we can now travel two sectors but i guess that hull3 just became useful again :)
    And hull 3 will take away something else u need on you basehitter.....This is just very stupid
  • Billy Bewsher
    Billy Bewsher
    Potential Threat
    Joined Aug 2011 Posts: 83
    Maybe you could create a module to transport us the 45 minute journey away, kinda like the car from back to the future, this way we could spend our time and/or hard earned cash on more modules we don't need just to accommodate the needlessly implemented changes to level systems.

    just out of curiosity how many people complained they couldn't hit enough people in the existing system compared to the amount of people complaining that the ship build times are too **** long, the glitches, the lag, and the proposed extra long travel times in order to actually find a valid target who isn't bubbled or who actually has something we want?

    surely to **** **** it would make more sense just to reduce lvl 30+ players capability to hit +/- 3 up/down instead of the current +/-5 rule.

    Seems like a lot of pissing about with the game just for something to do if you ask me.

    you guys need to build another game or something to concentrate your efforts on, cause other than ship build times this game needs nothing doing to it. so stop messing it up please, you are gonna ruin it with too much meddling.

    just change it so level 30+ players can only hit 3 levels below instead of 5 levels. SIMPLE!

    or we could mess up the current level system, the current travel time system to find a viable target (which is already very long) and create more **** glitches along the way.

    pfffft! i don't even know why i bother posting cause you don't listen to **** all anyone says unless they agree with what you propose.
    Sec 134, Coming To A Sector Near You Soon!
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  • Captain Slacker
    Captain Slacker
    Minor Nuisance
    Joined Nov 2011 Posts: 232
    It is something to consider, but I can't make any promises. Still, you can stack Streamlining 3 and the new speed module for a nice boost.

    The fleets only go as fast as the slowest ship in them, so this is incorrect if you have 5 different ships with different speeds and the slowest ship has a map speed of say 20 mph (map speed) then the whole fleet only goes 20 mph (map speed) unless of course your using fleet #1 which still goes 5-6 mph (map speed) slower than the rest since the Dec 2011 update that was never fixed. Unless this "magic" Arbiter ship "magically" transports the whole fleet into (warp speed Scotty) a faster map speed.
  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    The tactical lab module that increases map speed. First available tacmod.
    Sam Tait wrote: »
    the only problem i notice with this is the time it will take to travel to someone 2 sectors away. will there be a buff for map speed so we can get there quicker as if u have HH u only 2 special slots and if you use mortars you are most likely to use HES 3 and something to lower damage of morts or sents meaning that you are going to wait a long time to arrive at a base you can hit.

    i know that you can relocate to another sector thats maybe closer to them but then what if u find there are more people to hit in the sector farther away which leads back to longer travel times and people getting fed up.

    so will you buff the map speed on some of the larger ships that are used for base hitting

    Forum banned by a hypocrite at Kixeye.

  • hitman
    hitman
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,987
    And hull 3 will take away something else u need on you basehitter.....This is just very stupid

    I've already got hull3 on my strike cruisers and they aren't a blitz fleet - they work very nicely too :)
    Blackwater pirate, started in sec 95, been pretty much everywhere since then
  • Destrudo
    Destrudo
    Master Tactician
    Joined Feb 2012 Posts: 2,400
    The tactical lab module that increases map speed. First available tacmod.

    but then u have to sacrifice a ship that can be useful in a base hit
    Lvl 23 - Vega Conflict
    Vega ID - 12417  
    No prizes yet as no raids yet :p
  • hitman
    hitman
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,987
    Doesn't need to be in the same fleet. It effects all your fleets on the map. Pop it under a drac base somewhere and gtg.

    have u tested this?
    Blackwater pirate, started in sec 95, been pretty much everywhere since then
  • Destrudo
    Destrudo
    Master Tactician
    Joined Feb 2012 Posts: 2,400
    Doesn't need to be in the same fleet. It effects all your fleets on the map. Pop it under a drac base somewhere and gtg.

    are you sure can u point me to where it says this cause i might actually build one now
    Lvl 23 - Vega Conflict
    Vega ID - 12417  
    No prizes yet as no raids yet :p
  • The-Tax_Collector
    The-Tax_Collector
    Minor Nuisance
    Joined Oct 2011 Posts: 222
    I do agree! Im not worried about all this its ( kixeye Thinking ) lol. maybe they'l come to mind and see their faults and give us free gold for all the problems they just created

     Battle Pirates:    Player Name:  RiSiNgCoK.    Player ID: 192k      Level:  ( 57.8 )   Sector: 420

    War Commander:   Player Name:  Outlaw     Level: ( 25.3 )    Sector: 86

    Vega Conflict.   Player Name:  The_Tax_Collector    Level: 26.2    Bases Destroyed : 32    Resources Looted: 22,957,720     
    
     


      
      
     
  • dennis houtman
    dennis houtman
    Potential Threat
    Joined Feb 2012 Posts: 60
    This is a LOT better than the previous proposed system. Still going to be tough on those of us with lousy base fleets, but I guess it means I have to finish better fleets soon.

    and that is why we need the drydock/shipyard upgrade
  • Michael Johansson
    Michael Johansson
    Minor Nuisance
    Joined Feb 2012 Posts: 100
    drac2 wrote: »
    weeeeeee I absolutely love this yea!
    Well In my eyes I think this idea is just bad! Why is this coming up and how in earth will this give me more targets?
    In the new system I will be level 55.....And if i understand this correctly they can hit me from lower levels and I cant hit back?
    And about this 2 sector travel, will u speed up our basehitters without using hulls? Today you travel 30 min one way sometimes..just to see them buddybubbling..Are you gone take that away?
    So in my oppinion this is a bad way to go, I think you will loose a lot of higher ranked players this way. And for sure i will not spend an evning travel thru sectors and have less bases to attack.
    All My best

    HarleyGbg FF
  • Rose Warrior
    Rose Warrior
    Potential Threat
    Joined Mar 2012 Posts: 50
    Good job on the rethinking here. As it now stands, no one will be able to hit me who currently can't hit me anyway, but those who are just beginning have a much more competitive window. I like it. I may show a different number, but my game play won't be changing much. I also like the ability to move through all of both adjoining sectors, but I highly doubt I will ever go beyond that. I agree with others that it already takes far too long to reach the sector in the south, though I'm willing to take a half hour to travel to visit old opponents there just for the fun we have together. A map speed increase on all hulls would definitely be a bonus to that idea.

    As for the complaints of in sector hitters... sorry, but you're a minority it seems.

    Visited a sector recently where a level 32 player with dreads only went after level 27 to 29 bases seriously, and didn't do more than rim anyone else for fear of the repair times. This system would fix that too.
  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    hitman wrote: »
    have u tested this?


    Crap, my bad. I read it wrong.

    Forum banned by a hypocrite at Kixeye.

  • Stuart Millington
    Stuart Millington
    Greenhorn
    Joined May 2012 Posts: 9
    Burke wrote: »
    This sounds better than the initial description. There are some good ideas, not all just mine, in the threads linked at the following, if you have not already considered them: http://forums.kixeye.com/showthread.php?t=250673&p=2228137&viewfull=1#post2228137

    One question: Swag, your initial description said that each level currently requires 40% more XP than the previous level. However, it looks like that number should actually be 50%: each level seems to require 1.5 x the number of XP for the prior level. Is that wrong and could you give us some more details on how the leveling formula will work after this update?


    Edit



    .... You need to clarify whether or not people below new level 40 (e.g. level 39) can attack people above level 40 without the higher level person being allowed to retaliate. That sort of asymmetry would be bad. People should not be allowed to attack people who are prohibited under the rules from responding.

    Agreed. Whilst this wont affect me, the -5 range needs to be kept for (new) lvl 40-44 bases so that they can retaliate against the (new) lvl 35-39 bases that hit them.
  • Bill Thomas
    Bill Thomas
    Skilled Warrior
    Joined Jun 2011 Posts: 453
    This is MUCH MUCH better, but I am half way to 36, what happens when i reach 36? I can only hit level 36's
    Boomo
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  • Crusher Sec 1
    Crusher Sec 1
    Minor Nuisance
    Joined Feb 2012 Posts: 114
    Edit: Removing bad information. I fail at reading.

    Think you are wrong. You need to have the Arbiter in your fleet, if not you cant have the advantages of the specials. Even when the arbiter gets killed, you will lose the special
    [CENTER]Nunc aut nunquam
    Dutch Pirates never surrender

    Home sector: Sector 1 [SIZE=3][B][I]'Better lose a fair fight, then win a fight cheating'[/I][/B][/SIZE][/CENTER]
  • phroxenphyre
    phroxenphyre
    Unicorn Overlord
    Joined Oct 2011 Posts: 5,284
    It is something to consider, but I can't make any promises. Still, you can stack Streamlining 3 and the new speed module for a nice boost.

    Perhaps allow single fleet to "attach" themselves to another fleet where an Navigational Array-equipped Arbiter is the flagship. The Arbiter fleet would then tow the other one at the boosted map speed, less 10%. This would let us preserve our base fleets while still requiring the use of an Arbiter to achieve the faster map speed. And the more fleets you want to send, the more Arbiters you need to build.
    Retired
  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    Think you are wrong. You need to have the Arbiter in your fleet, if not you cant have the advantages of the specials. Even when the arbiter gets killed, you will lose the special

    Yes, I failed at understanding it. That basically makes the module useless, in my opinion. Maybe if I had subs I might consider it as a flagship option, but even then...meh.

    Forum banned by a hypocrite at Kixeye.

  • Doomstay
    Doomstay
    Greenhorn
    Joined Jan 2012 Posts: 18
    I generally like this idea. I do see two things that may be able to open the door to abuse of it however.

    1.) The +/- 5 range cap. At the point where some are within strict brackets and others have the range cap, this generates a situation where a single large player can be abusively attacked by swarms of lower level players. This can be readily addressed however, by adding a "retal" exception in the code, which allows those attacked by one normally outside their bracket to retaliate up to a fair amount of time after the attack. I figure said fair amount of time might be a minimum of 24 hours, and perhaps accommodates bubbles by allowing the attacked player to retal up to the time they allow their bubble to exist, plus 50%. Thus no bubble or keeping a bubble up to 16 hours nets 24 hours, but keeping a bubble for 36 hours would allow 18 hours after that. This would allow time for necessary repairs, but gives the retaliating player the chance to cut this to the minimum 24 hours if they so choose. One last restriction could possibly be only allowing them to retaliate against those who attacked them - and of course bubbles on their attackers prevent retaliation anyway.

    2.) Real power. This one is the real killer. Game experience is won by fighting, building, and gathering resources. If a player were to skip the experience gain from resource acquisition, one would still have the items a player who got that experience would have, with significantly less experience. Thus players who coin resources have tremendously greater power potential than those who don't. Add to this around the mid-20's defense takes priority and base defense HAS to be the primary item developed over fleets. What does this mean? Well, I'm such a player, level 32 (almost 33) and the only players who can field the fleets needed to break my base these days are a minimum of 34. What does this mean in terms of the bracketing scheme? It means the number of viable targets within a bracket drops significantly - simply remove the resource coiners for a realistic quantity, since nobody in that bracket will be able to hit their bases with any hope of a decent return. Sadly, I don't have the first clue how to address this second factor. I can say though, resource coiners may very shortly become the dominant force in the level 30+ game, using this new level scheme; they'll simply keep their defenses up, and send fleets out with no fear of reprisal, ignoring any bases similar to their own as impractical to hit at their level.
  • Kickass BDS
    Kickass BDS
    Incursion Leader
    Joined May 2011 Posts: 1,426
    well if i read this correctly, i am both surpised and extremely happy about the proposed new changes. i've been wishing for longer attack ranges since the beginning....and the revamp of the level system is much much better, thank you for listening.
     Kickass (BDS)  
    Sector: CURRENTLY PLAYING "another game" (name redacted because of a forum mod's threat of a ban)............... because Battle Pirates Devs DO NOT LISTEN and REFUSE to do what is NEEDED  to put Battle Pirates back on track.
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  • Stuart Millington
    Stuart Millington
    Greenhorn
    Joined May 2012 Posts: 9
    TL;DR:
    • The 850 max distance for attacking rule is being removed
    • A new +/- 2 Sector attack rule is being added

    This is helpful, even without the level changes, as the relocate function puts all the higher level players on one side of every sector reducing the number that are in range, under the current system.
  • bonehead3369
    bonehead3369
    Greenhorn
    Joined Mar 2012 Posts: 8
    dont under stand anything of the new stuff.it took me forever to do my base defense first and now that im doing good on building fleets u have to go and change things to make it harder.if so then make some of the building time on fleets not as long and cost so much in res.it feels like ur trying to force people to coin just to make it a far game.i say try fixing all the glitches,white screen,sos stuff first.with the last raid if anyone took the top 3 ships ur looking around 6 plus months to build and u have to do it in 2 steps.i heard people with 5 wh's at a 10 that hold little over 39 mil in each spot still have to build a fleet in 2 stages.over 40mil plus is crazy if 5 wh's at a 10 hold less then 40 mil in each spot and its over 10 days per ship half built and almost the same time finish the other half.i think thats why theres not alot of people playing anymore.
  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    This is helpful, even without the level changes, as the relocate function puts all the higher level players on one side of every sector reducing the number that are in range, under the current system.

    I actually got a response back on that a few days ago. I was told it was still being investigated.

    Forum banned by a hypocrite at Kixeye.

  • Burke
    Burke
    Incursion Leader
    Joined Jun 2011 Posts: 1,005
    This is MUCH MUCH better, but I am half way to 36, what happens when i reach 36? I can only hit level 36's

    If I'm reading it correctly, you would be somewhere between new levels 59 and 65 and would fall under the rule that says anybody at or above above new level 40 (old level 29) can attack and be attacked by anybody at or above new level 40. If that's correct, then the level range of players you could hit should actually expand from old level 30 to old level 29 at the low end. At or above old level 34, it does not look like the new rules have the effect of limiting the lower end of the range of bases you can hit.
    Updated Attack Ranges
    Along with the new distance rules described above, we're updating the attack range rules to further increase the number of valid targets, especially for high level players. The +/- 5 Level range is remaining, but would no longer apply to players level 40 and above (currently level 29). At or above old level 34, it does not look like these new rules have the effect of limiting the lower end of the bases you can hit.

    Attack Range Summary (note all Levels are the new Levels):
    • Attack range remains at +/- 5 Levels up to Level 39.
    • Players Level 40 and above can be attacked by any player Level 40 and above.
    • Note, Levels 40-44 can still attack/be attacked by Levels 35-39 due to the +/- 5 rule still in effect for those lower Levels.
    • FYI, Current Level 30 will be Level 40 in the new system
  • GigaPirate
    GigaPirate
    Unicorn Overlord
    Joined Jul 2011 Posts: 5,046
    Lots of good feedback my **** Swag! All you guys did is remove the negative comments that completely trashed your idea and made it look like it was all positive comments from all the kiss **** you have out there who don't know what kind of bs you guys have pulled over the last year. I know you're going to delete this post the minute you get wind of it, just like you do all the other, but I simply don't care anymore. You've ruined what was once a great game and you guys never come through with what you say you're going to (as the drac bases are a prime example), instead you just keep throwing new stuff out there and stupid raids to try and get people to pay and fill your pockets. All you've done is spit on the veteran, high level players who actually had to work for what they got, by giving the crybabies a huge advantage of being able to wipe out a higher level base or fleet. Why don't you give us the things you promised 6 months ago and quit throwing other stupid stuff into the game that specifically caters to the lower level players. Oh and by the way Swag, what do you think is going to happen when the veteran ranking players build all this new stuff and demolish the lower players in their range? It's going to be the same whining and complaining that's been going on for the last year. Did you ever think about that? No, you're more concerned with how your homepage looks with all that stupid stuff on there, rather than fixing the game and showing some loyalty and respect to the higher level players who helped make this game what it is today!

    +1

    Also...

    1. Attacking range increased to +/- 2 sectors - could be cool, but I doubt I would ever travel that far unless I was after a specific person.
    2. One sided attacking - bad, bad idea. This is in no way fair to the person who can be attacked by someone they can't attack back - how could this even be considered?
    3. Free-for-all at level 40+, great idea except that I think level 40 is too low for this to begin, level 45 would probably be a better starting point. There is a HUGE difference between a level 29 and a level 31 and if you compound this with level 29s also being hit from below, I see most of them living in bubble and begging for salvages like the tadpoles do now.
    4."Sector wars" sounds a lot like a paradigm shift from the "in sector hitting is encouraged" philosophy of a few months ago.

    Maybe you should rename the game "Happy Salvageville Pirate Fun Time with Unicorns n'****" - just a suggestion.
    "we have never banned on IP address, we ban cheaters. If you cheat you will be banned." CM QRich
  • Captain_Shadowfax
    Captain_Shadowfax
    Skilled Warrior
    Joined Nov 2011 Posts: 462
    This makes sense. Thanks for the modification. I'l hit as many 28-29s as possible before this rule is implemented lol . . but level 30s will be farmed by 37s which think might cause some whining.
    Edit: I missed out the stupid part! Are you guys encouraging ****?
    ooooo. . . look, a peanut!
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