2017 Winter State of the Game

  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    whats point of keeping raid targets to 3 cycle if you plan to change garison targets every 4 months. It will not decrease build times but increase build times massively. STOP FOOLING PLAYERS BY ALTERING WORDS
    Do you understand the concept of small refits taking a TON less shipyard time than building an entire fleet?  I seriously doubt you do...
  • brownj34
    brownj34
    Greenhorn
    Joined Aug 2013 Posts: 18
    I agree. Make it a 4 month raid cycle so we can better prepare for it. Include the Garrison in the weekly FM and the missions and leave well enough alone. Quit trying to make SOOOOOO many changes to make the game better. Baby steps first. I learned SOMETHING in the army. Crawl Walk Run. YOu got the Crawl down and you ran from there. WALK FIRST KIX!!!!

  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    @ KIXEYE:

    Won't we have to build more ships and fleets this way? Currently we are at 8 fleets (4 raids x 2). In this new system you'll have to have 6 raid fleets and 4 FM fleets. That's 10. Correct me if I'm wrong.

    Why can't you go back to the 4 month raid cycle system and just leave it at that without complicating this so much?
    EXACTLY. How on Earth is it going to lighten the load on our Shipyards, if we need to build new FM Fleets FOUR TIMES A YEAR, instead of ONCE A YEAR?!?!?


    That makes absolutely zero sense......



    Scott



    Comprehension of the English language is a good thing... "If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets."  And it says "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year."

    1) it says "IF you choose..." ...  Which means that you can but don't have to...
    2) Optimized means IF you CHOOSE to do this then you will be able to do the FM with the LEAST damage.  It doesn't mean that no other fleets will do it.
    3) Again VIABLE throughout the YEAR..  www.dictionary.com for "viable"...  If you don't know the definition.
  • ali.parr
    ali.parr
    Skilled Warrior
    Joined Feb 2013 Posts: 401
    That's a lot of changes, do you think the game can cope with that much post release unscheduled downtime?
     

  • Shapu_the_farm
    Shapu_the_farm
    Force to be Reckoned With
    Joined Sep 2015 Posts: 1,506
    I am glad for the reduced amount of raid cycles. I am concerned though if the garrison fleet changes every 3 months. This goes from 8 fleets you need to build/ refit up to 14 fleets a year. This does not include pvp obviously.
    I still don't understand this mindset.  I have never built 8 fleets in a year and I do just fine.
  • PHOENIX XXVIII
    PHOENIX XXVIII
    Potential Threat
    Joined Mar 2014 Posts: 50
    @ KIXEYE:

    Won't we have to build more ships and fleets this way? Currently we are at 8 fleets (4 raids x 2). In this new system you'll have to have 6 raid fleets and 4 FM fleets. That's 10. Correct me if I'm wrong.

    Why can't you go back to the 4 month raid cycle system and just leave it at that without complicating this so much?
    EXACTLY. How on Earth is it going to lighten the load on our Shipyards, if we need to build new FM Fleets FOUR TIMES A YEAR, instead of ONCE A YEAR?!?!?


    That makes absolutely zero sense......



    Scott



    Comprehension of the English language is a good thing... "If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets."  And it says "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year."

    1) it says "IF you choose..." ...  Which means that you can but don't have to...
    2) Optimized means IF you CHOOSE to do this then you will be able to do the FM with the LEAST damage.  It doesn't mean that no other fleets will do it.
    3) Again VIABLE throughout the YEAR..  www.dictionary.com for "viable"...  If you don't know the definition.
    So where does the sentence "if you CHOSE to believe in KIXEYE" fit in all this language and definition explanation of yours? Is it like choosing not to do bounty and losing all the new PvP tech and therefore making it mandatory anyway? It would be an good option for you to catch up on the 2017 State of the Game article too while you at it.
  • DogStar123
    DogStar123
    Strike-force Captain
    Joined Mar 2013 Posts: 972
    I see something about smart players mix and matching CIC for most efficient ship builds or some such nonsense. What about us dumb players? What are WE supposed to do?
  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    @ KIXEYE:

    Won't we have to build more ships and fleets this way? Currently we are at 8 fleets (4 raids x 2). In this new system you'll have to have 6 raid fleets and 4 FM fleets. That's 10. Correct me if I'm wrong.

    Why can't you go back to the 4 month raid cycle system and just leave it at that without complicating this so much?
    EXACTLY. How on Earth is it going to lighten the load on our Shipyards, if we need to build new FM Fleets FOUR TIMES A YEAR, instead of ONCE A YEAR?!?!?


    That makes absolutely zero sense......



    Scott



    Comprehension of the English language is a good thing... "If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets."  And it says "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year."

    1) it says "IF you choose..." ...  Which means that you can but don't have to...
    2) Optimized means IF you CHOOSE to do this then you will be able to do the FM with the LEAST damage.  It doesn't mean that no other fleets will do it.
    3) Again VIABLE throughout the YEAR..  www.dictionary.com for "viable"...  If you don't know the definition.
    So where does the sentence "if you CHOSE to believe in KIXEYE" fit in all this language and definition explanation of yours? Is it like choosing not to do bounty and losing all the new PvP tech and therefore making it mandatory anyway? It would be an good option for you to catch up on the 2017 State of the Game article too while you at it.
    Losing? really The BUS AND the TWIN have already been in raid prize lists and I am sure you will at least see the Writ in the hull raid...  Oh my gawd!!  You lost a whole month and a half... The world is going to end!!  BOO HOO HOO!!!

  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    I see something about smart players mix and matching CIC for most efficient ship builds or some such nonsense. What about us dumb players? What are WE supposed to do?
    Try joining a facebook page like The Forsaken Council and watch the videos and ask questions....  Not rocket science.
  • OnlyGiGi
    OnlyGiGi
    Potential Threat
    Joined Nov 2013 Posts: 25
    Please Kixeye DON'T change the fm every raid cycle .. ppl can't handle it 

  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    Mr_S said:
    " Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets."

    Awesome, Loving the idea of having to build a new fm fleet every few months just to keep hitting the top level targets. <----- That right there? that is sarcasm. Week after week, GD Aruspex finds new and interesting ways to suck any remaining fun out of the game. The sooner you are sacked and replaced with someone that doesn't spout constant BS about changes to the game, the better. Spend 3 months building the newest shiniest hull to hit top fm targets...oh wait!! , here comes the next hull...start again because that fleet you haven't finished building or fitting with escalation weapons is already obsolete. I can hardly contain my excitement at that prospect. 
    Did you bother reading the whole message? "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." Wow amazing...
  • KillerChrome7
    KillerChrome7
    Minor Nuisance
    Joined Sep 2014 Posts: 263
    Can we get a detailed list of the weapons and the new build time that have been changed? Please.
    -Cuttlefish
  • The___Funeral
    The___Funeral
    Potential Threat
    Joined Jan 2015 Posts: 72

    Greetings, Captains!

    It's that time once again. GD Aruspex, Lead Designer of Battle Pirates, is back with another missive regarding the State of the Game as we head into the new year!

    Let's take a look!


    --------------


    Arrr Captains!

    The end of the year is upon us and it’s time to cover the State of the Game for Battle Pirates!

    Return of the Four Month Cycle!

    In 2017 we took our 4 target types (Siege, Garrison, Assault, and Skirmish) and gave them their own 3 month raid cycle. As we progressed through each cycle, we learned that some target types are easier to transition into than others. Further, instead of creating another three month cycle where you did nothing but Garrison combat, we are moving Garrison into its own Forsaken Mission cycle. This means Garrison is now officially outside of the raid structure (more on this below). Finally, we’re expanding the length of each of the three remaining raid cycles to 4 months, similar to the pace we had in 2016.

    Siege now runs from January to April, Assault now runs from May to August, and Skirmish is September on. The new Garrison cycle begins in March, and runs offset from the regular raid cycle to ease pressure on shipyards, every four months as well.

    The basic structure remains the same: The hull, weapon, and special are earnable, then the flagship. After the flagship we then offer some optional escalations. Along the way we are re-introducing the concept of refittable TacMods, in the form of a specialized “battle bridge” structure on your hull called a “CIC” (Combat Information Center).

    Each CIC promotes the styles of gameplay the hull is best at and allows you to create specialized fleets. Examples include the Forsaken (Auto) hull getting a series of defensive bonuses from its matched CIC (Impact CIC), whereas the Draconian (Skill) hull will get a series of utility bonuses from their matched CICs (Mercy and Capacitor CICs). CICs have limited ability to be used on other hulls, and there will be multiple CICs for each cycle hull. CICs are tuned for refitting, allowing you to shift your fleet specializations around as needed.

    This is all made possible with our expanded cycle time of 4 months. We will be posting a hull lifecycle plan shortly as well as a longer explanation of CIC TacMods.

    Garrison Becomes the FM Cycle

    There was a lot of feedback that a dedicated Garrison event cycle at the same time as weekly FM play was not fun (“Three months of nothing but mortars” as one player put it). We will remove the Garrison from the raid cycle and place Garrison on it’s own “FM cycle.” Garrison hulls and gear will remain available in the Event as prizes.

    Garrison can be some of the most fun targets in Battle Pirates. The “mostly buildings, sometimes ships” gameplay works at most range and weapon types. But Garrison also suffers the most when the targets don’t change for months on end. So our solution is to spice up Garrison every four months and offer specialist hulls for new top targets.

    The Garrison/FM cycle begins in March and updates every three months (March, July, October), offset from the regular Event cycle to reduce pressure on the shipyards. Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets.

    The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year.

    If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets. The FM is about efficiency when you do it week after week, so our goal with Garrison in 2018 is to provide higher efficiency as the goal in the newest targets. In most targets the newest hulls will play the fastest. Your older T7 Garrison hulls will work as well, just not as efficiently.

    Thanks to CICs, we expect smart players to find a way to mix and match their battle bridges to create surprising Garrison hybrid fleets. Since we are committed to all Garrison T7 hulls being viable throughout the year, this is an expected outcome of this new cycle!

    Expeditions Embarking Soon!

    When we sat down to look at reducing the amount of time you spend gaining advanced resources (Uranium, Titanium, and Base Parts), we realized that the best way to reward expert players was not to ask them to do the same combat many times, but to give many results from the same single combat. We also wanted to remove repair from being a limiting factor on resource gain. Basically, we wanted to find a way to create “Resource Blitz” without requiring coin.

    Enter Expeditions. Select one of the three resources. Then select a fleet to go get that resource. Then fight a single battle for that resource. Based on how well you do, a cycle time will be set for you to get that resource. Without any further action, your fleet will automatically go back and forth, collecting that resource (off map) and returning it on schedule.

    Your Expedition fleet will continue to do this automatically: leaving for a set amount of time based on your combat performance in the target and then returning with the resource. The fleet will continue gathering that resource until you recall the fleet or an overall resource timer ends.

    When the fleet is recalled or the overall timer ends it is available immediately and fully repaired for your use.

    Players may choose to unlock more than one slot for each Expedition resource, embarking multiple fleets to gather resources. However, there is a catch -- each time a fleet drops off resources, the total amount of resource per trip decreases.

    The goal is to give all players a basic, easy-to-understand system for automatically gaining resources, and also to give those of you who want a little more strategy and complexity the option of managing multiple fleets at once.

    Look for a video and write-up on the forums explaining Expeditions and the strategies behind automated resource gathering.

    Lower Weapon Build Times

    Earlier this year we established a new set of rules for weapon build times to bring back down total fleet build time. After watching how it performed, we’re reducing all pre-T6 and a few remaining T6 weapons to this new formula, resulting in many times being cut by half or more. This should shave many hours off most hull builds.

    To promote newer players, we also cut build times to the bone for Research weapons, giving players in that area of the game a considerable leg-up to get to the mid-game quicker. Early game blueprints will use the new formula but not be so dramatically reduced.

    Good luck, Captains!

    Why are they releasing more junk when they haven't released the previous junk from 3 months ago like  threat level red in sector? Not to include ship build reduction, I've been looking at the same messages on the game for over a year saying they're going to reduce build times for ships, but I guess its just a way to keep the game alive for a few more months, until other players catch on and figure out kixeye is lying about 1/2 the stuff that is posted up by mods.
  • Terry Wolf
    Terry Wolf
    Potential Threat
    Joined Feb 2016 Posts: 40
    edited 5 Dec 2017, 8:24PM
    We go from 8 PvE fleets/year to 7 plus 3 refits? Is that correct?
  • Wild_G
    Wild_G
    Skilled Warrior
    Joined Nov 2011 Posts: 552
    edited 5 Dec 2017, 8:15PM
    whats point of keeping raid targets to 3 cycle if you plan to change garison targets every 4 months. It will not decrease build times but increase build times massively. STOP FOOLING PLAYERS BY ALTERING WORDS
    Do you understand the concept of small refits taking a TON less shipyard time than building an entire fleet?  I seriously doubt you do...
    Do you understand that instead small refits It could be a whole new Garrison fleet we got to build?? Just like new raid targets every 4 months it could be new FM targets every 4 months. Cause if they keep same FM target we wouldn't need to refit FM fleet every 4 months. 
  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397

    Greetings, Captains!

    It's that time once again. GD Aruspex, Lead Designer of Battle Pirates, is back with another missive regarding the State of the Game as we head into the new year!

    Let's take a look!


    --------------


    Arrr Captains!

    The end of the year is upon us and it’s time to cover the State of the Game for Battle Pirates!

    Return of the Four Month Cycle!

    In 2017 we took our 4 target types (Siege, Garrison, Assault, and Skirmish) and gave them their own 3 month raid cycle. As we progressed through each cycle, we learned that some target types are easier to transition into than others. Further, instead of creating another three month cycle where you did nothing but Garrison combat, we are moving Garrison into its own Forsaken Mission cycle. This means Garrison is now officially outside of the raid structure (more on this below). Finally, we’re expanding the length of each of the three remaining raid cycles to 4 months, similar to the pace we had in 2016.

    Siege now runs from January to April, Assault now runs from May to August, and Skirmish is September on. The new Garrison cycle begins in March, and runs offset from the regular raid cycle to ease pressure on shipyards, every four months as well.

    The basic structure remains the same: The hull, weapon, and special are earnable, then the flagship. After the flagship we then offer some optional escalations. Along the way we are re-introducing the concept of refittable TacMods, in the form of a specialized “battle bridge” structure on your hull called a “CIC” (Combat Information Center).

    Each CIC promotes the styles of gameplay the hull is best at and allows you to create specialized fleets. Examples include the Forsaken (Auto) hull getting a series of defensive bonuses from its matched CIC (Impact CIC), whereas the Draconian (Skill) hull will get a series of utility bonuses from their matched CICs (Mercy and Capacitor CICs). CICs have limited ability to be used on other hulls, and there will be multiple CICs for each cycle hull. CICs are tuned for refitting, allowing you to shift your fleet specializations around as needed.

    This is all made possible with our expanded cycle time of 4 months. We will be posting a hull lifecycle plan shortly as well as a longer explanation of CIC TacMods.

    Garrison Becomes the FM Cycle

    There was a lot of feedback that a dedicated Garrison event cycle at the same time as weekly FM play was not fun (“Three months of nothing but mortars” as one player put it). We will remove the Garrison from the raid cycle and place Garrison on it’s own “FM cycle.” Garrison hulls and gear will remain available in the Event as prizes.

    Garrison can be some of the most fun targets in Battle Pirates. The “mostly buildings, sometimes ships” gameplay works at most range and weapon types. But Garrison also suffers the most when the targets don’t change for months on end. So our solution is to spice up Garrison every four months and offer specialist hulls for new top targets.

    The Garrison/FM cycle begins in March and updates every three months (March, July, October), offset from the regular Event cycle to reduce pressure on the shipyards. Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets.

    The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year.

    If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets. The FM is about efficiency when you do it week after week, so our goal with Garrison in 2018 is to provide higher efficiency as the goal in the newest targets. In most targets the newest hulls will play the fastest. Your older T7 Garrison hulls will work as well, just not as efficiently.

    Thanks to CICs, we expect smart players to find a way to mix and match their battle bridges to create surprising Garrison hybrid fleets. Since we are committed to all Garrison T7 hulls being viable throughout the year, this is an expected outcome of this new cycle!

    Expeditions Embarking Soon!

    When we sat down to look at reducing the amount of time you spend gaining advanced resources (Uranium, Titanium, and Base Parts), we realized that the best way to reward expert players was not to ask them to do the same combat many times, but to give many results from the same single combat. We also wanted to remove repair from being a limiting factor on resource gain. Basically, we wanted to find a way to create “Resource Blitz” without requiring coin.

    Enter Expeditions. Select one of the three resources. Then select a fleet to go get that resource. Then fight a single battle for that resource. Based on how well you do, a cycle time will be set for you to get that resource. Without any further action, your fleet will automatically go back and forth, collecting that resource (off map) and returning it on schedule.

    Your Expedition fleet will continue to do this automatically: leaving for a set amount of time based on your combat performance in the target and then returning with the resource. The fleet will continue gathering that resource until you recall the fleet or an overall resource timer ends.

    When the fleet is recalled or the overall timer ends it is available immediately and fully repaired for your use.

    Players may choose to unlock more than one slot for each Expedition resource, embarking multiple fleets to gather resources. However, there is a catch -- each time a fleet drops off resources, the total amount of resource per trip decreases.

    The goal is to give all players a basic, easy-to-understand system for automatically gaining resources, and also to give those of you who want a little more strategy and complexity the option of managing multiple fleets at once.

    Look for a video and write-up on the forums explaining Expeditions and the strategies behind automated resource gathering.

    Lower Weapon Build Times

    Earlier this year we established a new set of rules for weapon build times to bring back down total fleet build time. After watching how it performed, we’re reducing all pre-T6 and a few remaining T6 weapons to this new formula, resulting in many times being cut by half or more. This should shave many hours off most hull builds.

    To promote newer players, we also cut build times to the bone for Research weapons, giving players in that area of the game a considerable leg-up to get to the mid-game quicker. Early game blueprints will use the new formula but not be so dramatically reduced.

    Good luck, Captains!

    Why are they releasing more junk when they haven't released the previous junk from 3 months ago like  threat level red in sector? Not to include ship build reduction, I've been looking at the same messages on the game for over a year saying they're going to reduce build times for ships, but I guess its just a way to keep the game alive for a few more months, until other players catch on and figure out kixeye is lying about 1/2 the stuff that is posted up by mods.
    They have just severely cut down on build times on weapons which cuts down build times on ships... Its amazing when people don't read or at least look through threads then immediately whine about something...
  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    Wild_G said:
    whats point of keeping raid targets to 3 cycle if you plan to change garison targets every 4 months. It will not decrease build times but increase build times massively. STOP FOOLING PLAYERS BY ALTERING WORDS
    Do you understand the concept of small refits taking a TON less shipyard time than building an entire fleet?  I seriously doubt you do...
    Do you understand that instead small refits It could be a whole new Garrison fleet we got to build?? Just like new raid targets every 4 months it could be new FM targets every 4 months. Cause if they keep same FM target we wouldn't need to refit FM fleet every 4 months. 
    "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." ... Try to comprehend viable...
  • Joe_B222
    Joe_B222
    Skilled Warrior
    Joined Feb 2016 Posts: 445
    There was a lot of feedback that a dedicated Garrison event cycle at the same time as weekly FM play was not fun (“Three months of nothing but mortars” as one player put it). We will remove the Garrison from the raid cycle and place Garrison on it’s own “FM cycle.” Garrison hulls and gear will remain available in the Event as prizes.


    Where the sam h e double hockey sticks was this feedback given?   I am a troller of the forums, and many different FB groups about this game.. and nobody EVER said anything close to this..

    I have ZERO issues with you branching off the garrison raid to JUST the FM..  I HAVE MAJOR issues with you changing it every few mths.
    IDK who you are talking to, but LOOK At the feedback last time you changed the FM...  People build a FM fleet, and expect it to work for awhile.  We do not want to build a new fleet every 4 mths for the freaking FM..

    Branch off the garrison = just fine..  BUT DO NOT CHANGE IT every few mths

  • kixeyeuser_5037668
    kixeyeuser_5037668
    Strike-force Captain
    Joined Aug 2015 Posts: 853

    @blackhawk4040 said:
    carol.santti said:

    not happy      3 fleets needed to get T, U, Base Parts   3 changes to fm not good this means 3x refit fleet      top end fleets needed to do tlc  raid fleet/fleets needed  Bounty fleet/fleets needed     how does this ease sy time     seams more to me         

    Really??? You need an assault fleet for titanium, a siege fleet for parts and a skirmish fleet for uranium pretty much as it is now...  You have no clue what they have planned yet in the way of fleets being able to complete this, so why are you whining about something you have NO real information about yet...  FFS it hasn't even been implemented yet... SMDH

    Yes because kix has a long history of changes being for the better, eh? You cant blame players for being glass half empty when it comes to kix saying they are going to make changes.

  • Wild_G
    Wild_G
    Skilled Warrior
    Joined Nov 2011 Posts: 552
    Wild_G said:
    whats point of keeping raid targets to 3 cycle if you plan to change garison targets every 4 months. It will not decrease build times but increase build times massively. STOP FOOLING PLAYERS BY ALTERING WORDS
    Do you understand the concept of small refits taking a TON less shipyard time than building an entire fleet?  I seriously doubt you do...
    Do you understand that instead small refits It could be a whole new Garrison fleet we got to build?? Just like new raid targets every 4 months it could be new FM targets every 4 months. Cause if they keep same FM target we wouldn't need to refit FM fleet every 4 months. 
    "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." ... Try to comprehend viable...
    You must have nothing to do but troll and be little other people on here.  Most of your comments are of no Advice to anybody. IF you have nothing good to say or to help others just stay quiet.
  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    Mr_S said:
    Mr_S said:
    " Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets."

    Awesome, Loving the idea of having to build a new fm fleet every few months just to keep hitting the top level targets. <----- That right there? that is sarcasm. Week after week, GD Aruspex finds new and interesting ways to suck any remaining fun out of the game. The sooner you are sacked and replaced with someone that doesn't spout constant BS about changes to the game, the better. Spend 3 months building the newest shiniest hull to hit top fm targets...oh wait!! , here comes the next hull...start again because that fleet you haven't finished building or fitting with escalation weapons is already obsolete. I can hardly contain my excitement at that prospect. 
    Did you bother reading the whole message? "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." Wow amazing...
    get back under your bridge, there's a good little troll. i read it. i understood it. New hull every cycle. Viable for a year does NOT mean after the targets are changed, it merely means they will still be able to hit SOME targets. 

    "The FM is about efficiency when you do it week after week, so our goal with Garrison in 2018 is to provide higher efficiency as the goal in the newest targets. In most targets the newest hulls will play the fastest. Your older T7 Garrison hulls will work as well, just not as efficiently. "

    ^^^ see that right there troll boy? did YOU read it? 
    Oh so youre one of those that can't do anything with the old  Mono and IB fleets in the newest FM... I get it... No skill you have to rely on having the best fleet cause you cant adjust...  Not surprising.
  • blackhawk4040
    blackhawk4040
    Incursion Leader
    Joined Feb 2013 Posts: 1,397
    edited 5 Dec 2017, 8:33PM
    Wild_G said:
    Wild_G said:
    whats point of keeping raid targets to 3 cycle if you plan to change garison targets every 4 months. It will not decrease build times but increase build times massively. STOP FOOLING PLAYERS BY ALTERING WORDS
    Do you understand the concept of small refits taking a TON less shipyard time than building an entire fleet?  I seriously doubt you do...
    Do you understand that instead small refits It could be a whole new Garrison fleet we got to build?? Just like new raid targets every 4 months it could be new FM targets every 4 months. Cause if they keep same FM target we wouldn't need to refit FM fleet every 4 months. 
    "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." ... Try to comprehend viable...
    You must have nothing to do but troll and be little other people on here.  Most of your comments are of no Advice to anybody. IF you have nothing good to say or to help others just stay quiet.
    OK kid you keep crying about the changes I will adjust and keep completing tier 5.
  • The___Funeral
    The___Funeral
    Potential Threat
    Joined Jan 2015 Posts: 72

    Greetings, Captains!

    It's that time once again. GD Aruspex, Lead Designer of Battle Pirates, is back with another missive regarding the State of the Game as we head into the new year!

    Let's take a look!


    --------------


    Arrr Captains!

    The end of the year is upon us and it’s time to cover the State of the Game for Battle Pirates!

    Return of the Four Month Cycle!

    In 2017 we took our 4 target types (Siege, Garrison, Assault, and Skirmish) and gave them their own 3 month raid cycle. As we progressed through each cycle, we learned that some target types are easier to transition into than others. Further, instead of creating another three month cycle where you did nothing but Garrison combat, we are moving Garrison into its own Forsaken Mission cycle. This means Garrison is now officially outside of the raid structure (more on this below). Finally, we’re expanding the length of each of the three remaining raid cycles to 4 months, similar to the pace we had in 2016.

    Siege now runs from January to April, Assault now runs from May to August, and Skirmish is September on. The new Garrison cycle begins in March, and runs offset from the regular raid cycle to ease pressure on shipyards, every four months as well.

    The basic structure remains the same: The hull, weapon, and special are earnable, then the flagship. After the flagship we then offer some optional escalations. Along the way we are re-introducing the concept of refittable TacMods, in the form of a specialized “battle bridge” structure on your hull called a “CIC” (Combat Information Center).

    Each CIC promotes the styles of gameplay the hull is best at and allows you to create specialized fleets. Examples include the Forsaken (Auto) hull getting a series of defensive bonuses from its matched CIC (Impact CIC), whereas the Draconian (Skill) hull will get a series of utility bonuses from their matched CICs (Mercy and Capacitor CICs). CICs have limited ability to be used on other hulls, and there will be multiple CICs for each cycle hull. CICs are tuned for refitting, allowing you to shift your fleet specializations around as needed.

    This is all made possible with our expanded cycle time of 4 months. We will be posting a hull lifecycle plan shortly as well as a longer explanation of CIC TacMods.

    Garrison Becomes the FM Cycle

    There was a lot of feedback that a dedicated Garrison event cycle at the same time as weekly FM play was not fun (“Three months of nothing but mortars” as one player put it). We will remove the Garrison from the raid cycle and place Garrison on it’s own “FM cycle.” Garrison hulls and gear will remain available in the Event as prizes.

    Garrison can be some of the most fun targets in Battle Pirates. The “mostly buildings, sometimes ships” gameplay works at most range and weapon types. But Garrison also suffers the most when the targets don’t change for months on end. So our solution is to spice up Garrison every four months and offer specialist hulls for new top targets.

    The Garrison/FM cycle begins in March and updates every three months (March, July, October), offset from the regular Event cycle to reduce pressure on the shipyards. Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets.

    The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year.

    If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets. The FM is about efficiency when you do it week after week, so our goal with Garrison in 2018 is to provide higher efficiency as the goal in the newest targets. In most targets the newest hulls will play the fastest. Your older T7 Garrison hulls will work as well, just not as efficiently.

    Thanks to CICs, we expect smart players to find a way to mix and match their battle bridges to create surprising Garrison hybrid fleets. Since we are committed to all Garrison T7 hulls being viable throughout the year, this is an expected outcome of this new cycle!

    Expeditions Embarking Soon!

    When we sat down to look at reducing the amount of time you spend gaining advanced resources (Uranium, Titanium, and Base Parts), we realized that the best way to reward expert players was not to ask them to do the same combat many times, but to give many results from the same single combat. We also wanted to remove repair from being a limiting factor on resource gain. Basically, we wanted to find a way to create “Resource Blitz” without requiring coin.

    Enter Expeditions. Select one of the three resources. Then select a fleet to go get that resource. Then fight a single battle for that resource. Based on how well you do, a cycle time will be set for you to get that resource. Without any further action, your fleet will automatically go back and forth, collecting that resource (off map) and returning it on schedule.

    Your Expedition fleet will continue to do this automatically: leaving for a set amount of time based on your combat performance in the target and then returning with the resource. The fleet will continue gathering that resource until you recall the fleet or an overall resource timer ends.

    When the fleet is recalled or the overall timer ends it is available immediately and fully repaired for your use.

    Players may choose to unlock more than one slot for each Expedition resource, embarking multiple fleets to gather resources. However, there is a catch -- each time a fleet drops off resources, the total amount of resource per trip decreases.

    The goal is to give all players a basic, easy-to-understand system for automatically gaining resources, and also to give those of you who want a little more strategy and complexity the option of managing multiple fleets at once.

    Look for a video and write-up on the forums explaining Expeditions and the strategies behind automated resource gathering.

    Lower Weapon Build Times

    Earlier this year we established a new set of rules for weapon build times to bring back down total fleet build time. After watching how it performed, we’re reducing all pre-T6 and a few remaining T6 weapons to this new formula, resulting in many times being cut by half or more. This should shave many hours off most hull builds.

    To promote newer players, we also cut build times to the bone for Research weapons, giving players in that area of the game a considerable leg-up to get to the mid-game quicker. Early game blueprints will use the new formula but not be so dramatically reduced.

    Good luck, Captains!

    Why are they releasing more junk when they haven't released the previous junk from 3 months ago like  threat level red in sector? Not to include ship build reduction, I've been looking at the same messages on the game for over a year saying they're going to reduce build times for ships, but I guess its just a way to keep the game alive for a few more months, until other players catch on and figure out kixeye is lying about 1/2 the stuff that is posted up by mods.
    They have just severely cut down on build times on weapons which cuts down build times on ships... Its amazing when people don't read or at least look through threads then immediately whine about something...
    i understand cutting back on build time but this has been going on for over a year now on the reductions, but not everything has been reduced yet. Looking at some hulls why does it take 4 days to build a regular hull and 3-4 times that to make a flagship kind of over board when you look at raid cycles you get the new hulls, specials, and weapons but it takes 2 months to get the fleet built and ranked unless you spend $500 to coin them. Plus they introduced baseparts to cut down on building times, then they change it to where you cant use baseparts on certain turrets and buildings. If thats the cause then why even offer it if its going to be useless in 2-3 months from when you release it. I play plenty of other games and the content change is nothing like this every other week there is an issue that constantly comes up when they update to the normal update they have.
  • Mr_S
    Mr_S
    Minor Nuisance
    Joined Sep 2012 Posts: 240
    Mr_S said:
    Mr_S said:
    " Just like with the regular raid cycle, we will be phasing out top targets and bringing in new ones throughout each cycle. During this new cycle we will offer one new T7 hull, weapon, special, and CIC battle bridge that is optimized toward these new top targets."

    Awesome, Loving the idea of having to build a new fm fleet every few months just to keep hitting the top level targets. <----- That right there? that is sarcasm. Week after week, GD Aruspex finds new and interesting ways to suck any remaining fun out of the game. The sooner you are sacked and replaced with someone that doesn't spout constant BS about changes to the game, the better. Spend 3 months building the newest shiniest hull to hit top fm targets...oh wait!! , here comes the next hull...start again because that fleet you haven't finished building or fitting with escalation weapons is already obsolete. I can hardly contain my excitement at that prospect. 
    Did you bother reading the whole message? "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year." Wow amazing...
    get back under your bridge, there's a good little troll. i read it. i understood it. New hull every cycle. Viable for a year does NOT mean after the targets are changed, it merely means they will still be able to hit SOME targets. 

    "The FM is about efficiency when you do it week after week, so our goal with Garrison in 2018 is to provide higher efficiency as the goal in the newest targets. In most targets the newest hulls will play the fastest. Your older T7 Garrison hulls will work as well, just not as efficiently. "

    ^^^ see that right there troll boy? did YOU read it? 
    Oh so youre one of those that can't do anything with the old  Mono and IB fleets in the newest FM... I get it... No skill you have to rely on having the best fleet cause you cant adjust...  Not surprising.
    Yeah no skill at all, that's why i hit 115 with 1 zelos and 4 mono for 0 repair. It is clearly stated that when the targets change every few months you will need the newest hull to be able to do them most efficiently. Keep trolling troll boy. You are just making yourself look sad now. 
  • kixeyeuser_5037668
    kixeyeuser_5037668
    Strike-force Captain
    Joined Aug 2015 Posts: 853

    @blackhawk4040 said:
    d.scott.hewitt said:


    PHOENIX_UNPLUGGED said:

    @ KIXEYE:

    Won't we have to build more ships and fleets this way? Currently we are at 8 fleets (4 raids x 2). In this new system you'll have to have 6 raid fleets and 4 FM fleets. That's 10. Correct me if I'm wrong.

    Why can't you go back to the 4 month raid cycle system and just leave it at that without complicating this so much?

    EXACTLY. How on Earth is it going to lighten the load on our Shipyards, if we need to build new FM Fleets FOUR TIMES A YEAR, instead of ONCE A YEAR?!?!?

    That makes absolutely zero sense......

    Scott

    Comprehension of the English language is a good thing... "If you choose to invest in each new hull that comes through, you will find your ships optimized for the newest targets."  And it says "The goal is to promote more variety of Garrison gameplay and provide a set of T7 tools to attack them. Because of this, we’re committed to maintaining all three hulls (codenamed “Xavier, Ygritte, and Zaphod”) as viable throughout the year."

    1) it says "IF you choose..." ...  Which means that you can but don't have to...
    2) Optimized means IF you CHOOSE to do this then you will be able to do the FM with the LEAST damage.  It doesn't mean that no other fleets will do it.
    3) Again VIABLE throughout the YEAR..  www.dictionary.com for "viable"...  If you don't know the definition.

    Once again with kix they have a history of changes being for the not so good. You say viable and to look up the definition... maybe you should have kix do that and keep reminding them. Kix definition for viable might not come anywhere near your average player expectation of viable. Keep in mind the said FM would not change for a year and this make 2 FMs cycles in a row they change midstream that required builds/refits to relatively doable.

Sign In or Register to comment.