Navigation Relay

  • SIF
    SIF
    Incursion Leader
    Joined Apr 2012 Posts: 1,385
    Greetings Captains,

    One of the features currently planned for Battle Pirates is the new Navigation Relay Network. With this system, players will be able to substantially reduce the amount of time necessary to travel between sectors.

    Feature Breakdown
    Each sector will have four Relay Towers. Players will need to travel to the towers in order to hook into the Forsaken Relay Network.
    • Players will be able to sync into the relay network and travel quickly through up to five sectors at a time.
    • Players can use the network multiple times to travel even further from their home sector.

    How much is it going to cost per trip?

  • RattleHead_tm
    RattleHead_tm
    Strike-force Captain
    Joined Sep 2011 Posts: 759
    How bout we get to the real subject... The game has less active players and needs to make it more available to find other active players in your level area. A better idea than giving us a "portal" is to reduce the overall game map and cut it down to around 100-150 sectors and let us roam them as we please (not limited to 100 sectors). this would bring us all closer rather than trying to jump and hope that a base is close by that we can hit

    This coupled with the array would work for me or even reduce the sectors to 250 and increase them if players ever return.

  • Tax_
    Tax_
    Potential Threat
    Joined Jul 2012 Posts: 29
    Gee Kix, Im surprised you haven't thought of a toll on Stargate... 2 Gold....lol
    Tax
  • burninwolf
    burninwolf
    Unicorn Overlord
    Joined Aug 2011 Posts: 2,652
    I wouldnt use it if i am vulnerable exiting or entering as a base fleet would not stand a chance at the other end possible 20 sec delay before can be hit?
    Trogar said:
    So... Confirmed, a memorial, or generally any large gathering could cause problems, as the available resources on the server are finite.
  • Backfreeze
    Backfreeze
    Strike-force Captain
    Joined Nov 2011 Posts: 976
    its to bad guarding theese relay stations would have been good FVF
  • Reece71
    Reece71
    Greenhorn
    Joined Dec 2011 Posts: 19
    Ya, this is a HUGE waste of time. And ya, i really dont recall ever talking to ANYONE about wantin to do this, but hey, why would Kix listen to the players that make them money anyways.
  • BlackSoulDriver
    BlackSoulDriver
    Skilled Warrior
    Joined May 2012 Posts: 346
    tunder00 wrote: »
    Being vulnerable exiting relay's would be annoying, because some people would just camp out at the relays and hit everyone coming out of them.

    I know I would do it just to annoy people.
  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    darksun98 wrote: »
    I like the pro activeness you all are doing, but it's too much in a short amount of time. Your killing the players with so much stuff that it's causing all kinds of glitches and problems on your end. You need to work on that some then implement these features.

    +1 with LOTS of 0's behind it!
    'Soon' in KIXEYE time means once our Sun dies'. 
     Wil Harbin said:

    Kixeye hasn’t done as much to annoy its users as other game companies have. It doesn’t sell decorations for games and try to milk gamers for all they’re worth, and it doesn’t sell advanced weaponry that will allow rich gamers to wipe out poor gamers. But it does allow users to accelerate time in the game. Rather than wait for something to be developed, a user can pay to accelerate the build time for units.

  • Myriad
    Myriad
    Potential Threat
    Joined Aug 2012 Posts: 47
    I love it. The real question here is "if you can't be ninja'd while using this system, would you want this in game?", and I think my answer is yes; I prefer a 5 min. wait time using this feature rather than a 20 min. time to get to the next sector down.

    It also seems that half the posters here seriously think that in-sec's are threatened by this feature and act as if in-sec's are an endangered species. Pffft.

    Also, I think this is where alliance "turf" could come into play. Really opening doors here, guys.
    [QUOTE=Curtis Smale;2233752]That's like saying a dog and tree are similar because they both have bark.[/QUOTE] [QUOTE=KIXEYE CM Swag;2303075]I am here every day being your voice to the devs. As long as I am here, you can be sure your voices are heard.[/QUOTE] [QUOTE=Relentless;2142979]Study their weaponry and counter it. Almost all the strategy is math: its dps, range, and percentages. Sit down and work out your sets with a calculator. If you work your fleets properly, then the raid itself is not a great challenge.[/QUOTE] Battle Pirates - Beta Player | Level: 59 (Kixeye's html "rules" changed, so now it just shows text.)
  • Myriad
    Myriad
    Potential Threat
    Joined Aug 2012 Posts: 47
    Just don't let people camp on the Relays, DUH! There was a point in time where people weren't allowed the option to move to a beacon when it was placed on base. Take 3 guesses as to how many people camped under bases at the time....
    [QUOTE=Curtis Smale;2233752]That's like saying a dog and tree are similar because they both have bark.[/QUOTE] [QUOTE=KIXEYE CM Swag;2303075]I am here every day being your voice to the devs. As long as I am here, you can be sure your voices are heard.[/QUOTE] [QUOTE=Relentless;2142979]Study their weaponry and counter it. Almost all the strategy is math: its dps, range, and percentages. Sit down and work out your sets with a calculator. If you work your fleets properly, then the raid itself is not a great challenge.[/QUOTE] Battle Pirates - Beta Player | Level: 59 (Kixeye's html "rules" changed, so now it just shows text.)
  • DEADP00L
    DEADP00L
    Incursion Leader
    Joined Apr 2012 Posts: 1,056
    Greetings Captains,

    One of the features currently planned for Battle Pirates is the new Navigation Relay Network. With this system, players will be able to substantially reduce the amount of time necessary to travel between sectors.

    Feature Breakdown
    Each sector will have four Relay Towers. Players will need to travel to the towers in order to hook into the Forsaken Relay Network.
    • Players will be able to sync into the relay network and travel quickly through up to five sectors at a time.
    • Players can use the network multiple times to travel even further from their home sector.
    • If a player’s fleet is defeated far away from the home sector, it will automatically use the Relay Network to get back home.

    Protection
    At the moment, the design discussion is centered on whether or not players entering/exiting the Navigation Relay should be vulnerable to attacks - and if not, how long they should be protected.
    • Increased combat activity is generally a good thing (especially in a game called Battle Pirates), but there is the potential for this to cause unwanted game behavior.
    • One of the primary concerns here is the potential for spawn camping at a Relay Tower keeping other players from using the feature at all.

    Let us know what you think!
    Camping and sniping would suck. You would only want to travel with your baser and so called FVF players love to hit base fleets as they pose no challenge. However this might encourage people to bring along a guard and bring back FVF somewhat so I a torn.:lol:
    ...Thus sayeth Magic bunny so it must be true. You are as likable and have as much credibility as what I find on my toilet paper after wiping my **** when I take a "Magic bunny".


    image



  • Skyfall drac2
    Skyfall drac2
    Unicorn Overlord
    Joined Feb 2012 Posts: 3,173
    As Flo said, the idea is good, but will reduce insectors even more.


    "Everything is OK in the end, if it's not OK, then it's not the end."

  • TallGiraffe
    TallGiraffe
    Unicorn Overlord
    Joined May 2012 Posts: 4,743
    As Flo said, the idea is good, but will reduce insectors even more.

    Only reduce if they choose to attack outsector. :D
    Don't use Level. Use Tech when describing players. Level means nothing, its all about tech.
    image
  • Kingmon
    Kingmon
    Minor Nuisance
    Joined Feb 2012 Posts: 140
    i kinda like the not being able to be hit it give the oppertunity to group up massively and go out and attack other sectors + u could keep lets say u got 2 basers you can keep 1 there untill your 1st one is no longer useable (to much damage or full)
    Level: 48
    Currently in sector: 332
    Hulls won: Toilet, Missle Cruiser, Missle Cruiser X, BattleCruiser,Strike Cruiser Light Cruiser, Corvette,Triton,Super fortress 

  • John1975
    John1975
    Master Tactician
    Joined Sep 2012 Posts: 2,318
    wow how about we make base fleets invisible and completely remove any attack button from them no matter where they are on the map since they are high repair (no other fleet in the game is high repair after all)


    I say if it is in the water you should be able to blow it up dont want it to possibly get sank keep it in the dock. It is only a repair button click then you can go do real life stuff while it repairs. I battle anything that shows up with what ever I have even if I know I will get sank. then I take wife and kids to movie/park or something while it repairs.
    BadMoFo RYFG TTMX Level 97
  • MrMayhem-TFS
    MrMayhem-TFS
    Minor Nuisance
    Joined May 2012 Posts: 127
    On the topic of whether or not players should be vulnerable. No, no they shouldn't. Just like with base hits, other players shouldn't be able to snipe you in the event that your game takes too long to load.

    Your fleets can't be hit while travelling right now anyway, this should be no different. There should be at least a 30 second invulnerable period after exiting the gateway.
  • birdmantle
    birdmantle
    Minor Nuisance
    Joined Jul 2012 Posts: 194
    I would argue for leaving fleets VULNERABLE for 30 seconds as they enter or exit the relay network. This could be the most exciting aspect of this feature, and camping at the wormholes should be ENCOURAGED. I see the potential here for some large scale fleet battles that have been sorely lacking in this game.

    Remember the best battle scenes in Star Trek, Battlestar Galactica and Star Wars? When the big ships jumped into or out of warp/hyperspace/whatever, they typically had lots of smaller escorts to engage the Borg or Cylons or Imperial ships that were trying to prevent the escape of/invasion by Starfleet, the Colonials or the Rebels. Or vice versa. With all those ships and weapons flying about, those were always the coolest battle scenes (with one notable exception being James T. Kirk's one-on-one submarine hunt for KHAAAAAAAAAANNNNNNN!!!!!!!!).

    So it would be crazy fun for alliance members assign roles and mission objectives for which they use specialized fleets, i.e., spy on the victim sector to see how they're defending the relay points, clear the area for invading base hitters, try to catch retreating fleets. And just think, alliance players would feel more justified in specializing their ship builds more towards their fancy, i.e., FvF or base hitting, theoretically eliminating their shipyard backlog, if only virtually. (But **** hell, give us FvF guys something more to contribute than that demeaning 5 pts per salvage. What an insult.)

    Seriously. Thinking about the possibilities here has me excited about this Waiting Pirates game for the first time in many, many months.

    In fact, the only thing I see preventing such large scale engagements is the same thing that is the source of so many other problems in this game: stupid, stupid, STUPID long repair and refit times. Why bother if you're just gonna get knocked out of the game for 8 hours after 5-10 minutes of play? And why bother to experiment with different builds and tactics to counter various threats from other sectors when it takes weeks and **** MONTHS to build and modify ships? Billions of pixels have already died trying to bring Kixeye THAT information...

    P.S. - I bet in sector hitting would survive just fine, because sector police and in sector hitters are just like cats and dogs, or Wile E. Coyote and the Roadrunner, or Itchy & Scratchy: It's just what they do. It has less to do with distance and more to do with pissing each other off and then watching the results on comms. But that's just the point of view of this particular in sector hitter. ;)
  • A G O N Y
    A G O N Y
    Strike-force Captain
    Joined Dec 2012 Posts: 797
    At least enough time to refresh after getting the new time warp sos
  • MrMayhem-TFS
    MrMayhem-TFS
    Minor Nuisance
    Joined May 2012 Posts: 127
    I just think there should be enough time to protect the player from long loads or a potential SOS crash which happens pretty often. I'm all for FvF battles, but hooking unsuspecting players and destroying their base fleet after a 12 hour repair, only to send it back to another 12 hour repair because the loading screen took too long... that's ridiculous.
  • Arma-Get-It-On
    Arma-Get-It-On
    Unicorn Overlord
    Joined Apr 2012 Posts: 4,418
    Reducing travel time is nice, I guess, I rarely travel more than 5 minutes to hit a base anyway. Now, if we could have a 'Reduced ship build time' relay I would be all over that.
  • A G O N Y
    A G O N Y
    Strike-force Captain
    Joined Dec 2012 Posts: 797
    Is the game dying? I thought I saw an article saying they had made record earnings over the Christmas period.
  • Boba Fett
    Boba Fett
    Skilled Warrior
    Joined Dec 2011 Posts: 538
    Pamela wrote: »
    ewww I have to agree here, this is just ammunition for sector police to convince new players that we aren't SUPPOSED to hit insector ..... so far, not a fan.

    Yup pretty much this. I already see enough 8 mil+ ids telling me the game is about sector wars, but cant explain the comms commands /tigerBlood or /bookmarkEnemyBases encouraging you to hit the players closest to you, which 90% of the time is in sector.

    The mall cops do not need more of this kind of thing to support their bullying tactics even further.

    And what good is it to go farther at a faster rate when we dont have the ships to do it due to other times being too long. We ask for a solution to that problem and you want to give us different problems...

    If this is added, remove insector hitting so I dont have to hear about made up rules all the time with a weak supporting body of evidence to back it up.

    'Durr, you cant hit insector because those relays send you to other sectors...'

    In general I feel that this is a retarded idea, and you seem to be quite a clueless company, we, the people who play the game hve told you repeatedly what we would like to see in the game, yet we get ignored and see stupid features like this added instead.

    On your current course, I will never touch or recommend another kixeye game ever. And since I doubt kixeye lasts as a company in the gaming industry with greeedy money grab tactics, nor will I ever touch another game that has any of the executive staff attached to it.
    jv_ wrote: »
    Sitting out a bunch of fleets afk and expecting them not to get hit is like posting a memorial post on the forums and expecting it not to get trolled.
  • Its_AP
    Its_AP
    Potential Threat
    Joined Jan 2013 Posts: 63
    I think something that would resolve the spawn camping at relay towers would to do something like when you launch your fleets out of your base they automatically start moving out a little further outside your base instead of being launched out and stopping right when they get out. You could also do this with the relay towers to give people a little jump start to be able to control their fleets without getting attacked since their fleet would be moving but they'd have to be fast before their ship comes to a stop! Hope you enjoy my suggestion and take it in consideration! (:
    Battle Pirates: Level 69
    Username: Hydrax
    Sector: 363
    Alliance: Phoenixx
    Played since 8/12/2012
  • Frayzor
    Frayzor
    Minor Nuisance
    Joined Sep 2011 Posts: 203
    Sprouts wrote: »
    Actually you don't even need to use a second bookmark if the target drac base is far enough away, since the map loads in stages. Just load your base, load the map, click the fleet you want to send, click the drac bookmark, then click to send the fleet to a point that's a tad northwest of the bookmark before the base graphic loads. Works best if you have a lot of lag.

    Back on topic... a "safe" zone around the relay sounds good. It could be set up to have a gigantic graphic, so that an arriving ship automatically exits underneath it where it can't be clicked anyway - just like a drac base.

    Off topic again, lol...I still say my way is better. With your way, you may click a slightly different spot each time. That means that on the radar it might show multiple fleets under the drac base 'alerting' ppl more. With my way, all the ships go to one place which means the radar signature looks like only one fleet under the drac base instead of multiple fleets. Don't know if ppl think the same way as me, but when i see quite a few fleets under a drac base it gets my attention whereas 1 fleet doesn't... if you see my meaning.
  • Captain Crapalot
    Captain Crapalot
    Minor Nuisance
    Joined Jan 2012 Posts: 293
    I chose option 2 for it could be a nice place to stage fleet to fleet battles. So you have to be in control to ensure a safe invasion. There should however be more than one such a navigation relay center per sector, if you really want to dodge a fight to ensure a non confrontational invasion.

    Once the " guards " have seen off your invasion party, they can either hold the center or relinquish it.
  • Grandpachris
    Grandpachris
    Skilled Warrior
    Joined Jul 2012 Posts: 511
    I think this is a great idea. It has the potential to open new targets for players of all levels.
    A simple protection ring around the Relay Tower would take care of the camping issue.
    An inbound player could get their bearings and an outbound player could click move here on the tower.

    DO IT !
    The more you smoke... the less you get caught with...:D
    If you find yourself in a fair fight you need to review your tactics.
    ...From my cold dead hands.
  • yorkshire bhoy
    yorkshire bhoy
    Potential Threat
    Joined Sep 2012 Posts: 53
    Need's some sort of no parking zone round it to give you a chance to get in and out. could be fun.
    LEVEL81    HULLS  all the good one's
  • Brian Coletta
    Brian Coletta
    Skilled Warrior
    Joined Oct 2011 Posts: 461
    Don't like it.

    Not voting an input
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  • justgreen
    justgreen
    Skilled Warrior
    Joined Jul 2012 Posts: 595
    I guess this idea is good for those who are fond of base attacking...

    Right now the fights we have are either against AI draconians, or against other people's base...

    Now I'm not logged in 24h on 24h so most of the time my base gets attacked, I'm not online to try and defend myself ...

    This is why I dislike the Idea of those relays ... I do not want to get attacked while i m afk... I want to have a fighting chance when my enemies come my way...

    I guess I'm too late to change Kixeye's mind on this whole idea, but at least make the Relay users much vulnerable so that using the thing is a challenge in itself...

    Imo fvf > fv_base
    You owe it to the people. We're so happy we can hardly count.
    Everybody else is just green, have you seen the chart?
    It's a hell of a start, it could be made into a monster
    if we all pull together as a team.
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  • A Ernie BP
    A Ernie BP
    Strike-force Captain
    Joined Feb 2012 Posts: 925
    Rather than spend the time and resources desiging this why not just cut the travel times we have now by 25 -40%.
    It's not that I don't think kixeye are not on the same page it's just that the players are reading Sun Tzu Art of war and kixeye are reading Noddies big book of war.
    We want the Dry Dock NOW! http://www.facebook.com/groups/184955281636155/ We need YOU! The game needs YOU!

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