Free space combat idea

  • PraetorSukeck
    PraetorSukeck
    Skilled Warrior
    Joined Jul 2013 Posts: 420
    Omg, Why cant i post a new thread, What the hell is wrong with these forums.

    Big alliances already have an unfair advantage. Thanks to the ability to intercept fleets and hold them in place, a team of players will easily nullify a player that doesn't meet their local code.

    ^ this i agree with, and this really needs to be fixed. Level difference as a means of fighting is a really bad way to do this. And if alliances go in the game, it should be added that you
    can only attack other alliances, and not non-allianced players. that should stop most of the craziness, or at least help fix it. Then again, they will find away around that, But you could
    probably just add a mechanic like "cant attack a non alliance player until after 30 days of not being in an alliance".
    image
  • stormdancer
    stormdancer
    Minor Nuisance
    Joined Jun 2013 Posts: 120

    Blah blah blah.

    I understand what you are saying. All of it. What I cannot see is any way in which anyone could make it work in any way that would not lead to problems as big or bigger than what we have now.

    You just don't like being contradicted or having flaws in your self admitted brilliance highlighted.

    Your plan........

    If a nonsense fleet comes along you get to safely travel all through sector space untouchable for 5 minutes. Neither of you can end this.

    If a serious fleet comes along you would die with or without this system so making it moot.

    There is no real way to accurately portray the movement of vessels in a battle screen on sector the map.

    What if you split up. You going to have 6 icons on the map ? 5 die then only one matters. What about guys in sector following ones that die ? Poof. Instantly they are in the wrong spot and your surviving ship becomes your new location. Who the hell in sector is going to know which one that will be. You could sacrifice ships after making sure the survivor is free of possible interceptors.  People will quickly discover that the only way to catch you will be to wait at the wormhole and try to attack in the few instants you are a viable target.

    One ship in your fleet makes it to the wormhole. 5 are in space elsewhere. What decides when and how fleets get to warp ?  I am sure you have some overly complex solution based on lead vessel or nominated fleet leader or mass or speed or ....yeah whatever.

    And then what if you are intercepted in your own sector by an enemy who simply uses you to leach a free ride to your destination free from attack. Or you get a friend to attack you and make you untouchable. The entire piggyback ability of your idea alone makes it a non starter. Then it would become a wormhole camping poofight. It just degenerates into who can click who the fastest in sector space to reengage. Pointless.

     You refuse to accept any of this. Your idea is riddled with flaws, glaring exploits and major technical issues.

     

    The bit about rancors vs nighthawks was not aimed at you in particular but at coiners who insist on destroying minor fleets of no challenge with their big bought ones. They rely on their wallet and not skill.

     

    Micro healed ships are not an issue in as much as there are so many other ways of creating a seemingly endless stream of fleets as fast as you can assemble them. If someone wishes to commit the amount of resources required to start a full repair then they deserve to be abe to waste the balance getting the ship out of repair early. I am not aware that you get a partial refund on resources getting them out early (do you?).   If people want to put partially healed ships in their fleet then this seems to me to be their choice and not something you have any right to complain about or seek a 'fix' for. Harrier spamming is unstoppable so long as the current rules allowing fleet engagement exist. Until they come up with a way to prevent weak fleets engaging larger far more powerful fleets and the reverse then it will continue. The tactic relies purely on nuisance value as a deterrent. If you think that my idea would mean that players could simply safely fly circles around bigger fleets in sector space safe from repercussions then you are right. The big fleet owner has every opportunity to field smaller fleets of a viable combat range. No reason he can't have a zippy little fleet hiding nearby or as escort.

     

    It is not safe to assume anything.............

     

    You are right in that I will not get on board with this idea.

     

    Your PS implies that I am not a skilled player and therefore you can ignore me. Could be right there. Could be wrong. Just because someone has started a thread on balancing FvF does not make them worth listening to regardless of how many people have read it. He or she may be brilliant so no offence to them. Just saying you cannot base statements on what you have. Ones post count obviously does not denote relative intelligence levels.

    I just realised I forgot point 2 - I never said you have the ability to move your fleet prior to the battle briefing popup. Only that you can avoid seeing this altogether and hence remove the unfair timing advantage that fleets waiting in sector space have while you clear this window. That's all. What you infer is up to you but that was what was meant. No advantage to either side. Simply removing the disadvantage to the person leaving combat.

     

    Ho hum....... over to you.

     

     

     

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Mikiel_A said:
    Big alliances already have an unfair advantage. Thanks to the ability to intercept fleets and hold them in place, a team of players will easily nullify a player that doesn't meet their local code.

    ^ this i agree with, and this really needs to be fixed. Level difference as a means of fighting is a really bad way to do this. And if alliances go in the game, it should be added that you
    can only attack other alliances, and not non-allianced players. that should stop most of the craziness, or at least help fix it. Then again, they will find away around that, But you could
    probably just add a mechanic like "cant attack a non alliance player until after 30 days of not being in an alliance".
    No, level difference is NOT a fix. See as an example what happens in planet view. More importantly, no one said that the idiots holding ships in place were different levels.

    As for only being able to attack other alliances? That is garbage. Sector based alliances will simply not make an alliance so they can enforce their ways on the sector. Or you'll wind up with TONS of complaining that there are no targets because all the weaklings will refrain from joining alliances and becoming targets to big groups. Those are two of MANY problems with that idea. I'm sure others can help you find more.

    Bottom line is that my idea is the only one without a true problem. Sure someone could escort their buddy for a short while, but warps from planets and gates would render that escort gone, not to mention the incredible timing of starting the escort without being slaughtered by the ambushers. By allowing the player the choice of engaging the attacking fleet or simply ignoring it you take all the exploits out of the way and leave it to the player's judgement. And THAT is fair.
    I don't play much anymore =(
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    @stormdancer: You seem to want to make this incredibly easy for me to beat you with a whip. Fine then, I shall destroy you. But remember this: you asked for it.

    (1) You spend what I can only describe as a paragraph of loose sentences aiming shots at my idea in terms of 'where' the fleet is based on living ships and ships that have passed through warps. Please read my first post in this thread. I already solved ALL those issues.

    --"In the absence of a living flagship the ship number (as seen in fleet manager) with the lowest number would be the flagship."
    --"When warping, a ship has no shields."

    I then go on to finding even more holes in the accusations. Accusations like the buddy escort - It can only work between warp points, and must be engaged with timing that exceeds the ambushers around them. So this alone is really tricky. Only if there is merely ONE person trying to ninja you will there be only a minor trouble here. If there is more than one person trying to kill your escaping fleet, one just has to interfere with the escort and there will be NO ONE to stop the other(s) from attacking your escaping fleet.

    I also mention that when a fleet begins warping ships that once there are no longer any living ships on one side of the warp that the battle ends and the fleet that warped is on the other side. And YES that implies that the other fleet is NOT on the other side (unless both fleets warped some ships and the remaining ones killed each other)

    So thus far the only legitimate concern in your accusations is the representation of the battle in sector view (or planet view). But let's consider the obvious here: No one splits there fleets more than 3 different ways, and anyone watching the battle would know which ship intends to be the escape vessel. So if 6 dots were to appear (small triangles) on the sector view, each representing a ship, and you were to try and follow one of them you could easily watch the battle to see which one is likely to NOT be killed and follow that one. And you are forgetting that the ability to actually do this is very limited. Often people have ships that will destroy what they are chasing and then catch up to the escapee. I had a recent example of that being incorrect, where 6 Exos beat 5 of 6 Exos to death and ran out of time. But it would have been child's play to track the 6th ship in sector/planet view.

    So while you **** and moan about the difficulty of hurting people within this concept, you are just too weak minded to think of solutions to your problem. You are not a true PREDATOR. I am. When I have a challenge in front of me I find my victory by one means or another. You should learn to do the same instead of whining about things. How do you think I came up with this radical idea? Everyone else keeps trying to fix singular exploits while I'm busy plopping down revolutionary ideas.

    (2) Ignoring most of your nonsense about micro healed ships I will say this in short: They ARE a problem due to the multiplied damage vs health efficiency that they have. Fortunately, Kixeye saw fit to fix this by making a minimum health for launch. As it stands, a damaged ship entering combat is not an issue, only ships with 1% health or so. It has to do with math. So since 1% ships are no longer possible to launch repeatedly it no longer matters that we discuss this topic. Problem is solved.

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

    Now since you've been refuted on all points with ease I shall transition into clarification of the idea you so clearly fail to interpret properly:

    (1) Battles would not be stationary. If ships travel east in battle, their icon travels east in sector/planet view.

    (2) If ships reach a local element for warping they begin warping (possibly without shields). If all living ships have warped the fleet is located on other side of warp. If any living ships remain unwarped upon stalemate of battle, the flagship determines fleet location.

    (3) The flagship is determined by the ship number as seen in fleet manager. Lowest number of living ships is the flagship.

    (4) In the case that the fleet breaks up, smaller icons can be used to indicate position OR the icon for the fleet can simply follow the flagship. Players watching the battle can estimate the location of runaways that try to escape death and make way to a warp.

    (5) Due to the increased sector speed/planet speed, it should be that ships travel a shorter distance in the 5 minute battle than they would travel through sector in 5 minutes of non battle. That is to say that it should take at least one stalemate to cross a vast portion of sector view, though it would never take that long when not-engaged.

    (6) If a fleet encounters its own base in planet view it has the option to dock. The battle will end when no loving ships are present in battle for one side. In this case, the docked ships are docked and the enemy is near the escapee's base.

    (7) Local warp possibilities will exist as elements within the battle. Such as a massive gate or a planet. If you are in planet view, the entire top of the battle is a warp possibility to outside the planet. Also when in planet view, your own base can be docked into similar to a warp element, except that docking would not take time - your ships would simply enter the element and vanish from battle.

    Strategies:

    (1) It is entirely possible for an ally to safety a fleet by escorting through battle. However, in accordance to the above rules it would be virtually impossible for the escort to warp with the escaper since both would have to enter the warp together resulting in them shooting at each other for a brief period. While this is possible, there is still the issue of re-engaging the attack after warping. Defensively, people can wait for the target to warp and engage all ships that pass through. With more than 1 fleet it will be easy to engage both fleets so as to prevent further escorting.

    (2) It is entirely possible for an escaping fleet to split the fleet into multiple runners while leaving ships behind to distract the attacker. In this case the attacker can choose to relay information about the travels of the flagship to his friends via chat so they know which to follow and proceed to intentionally allow that single ship to live while destroying the others or they can split their own ships and chase down all vessels 1v1 or group vs group. In any case, spectators can watch the travels of escapees and anticipate their heading to trap them. Since the icon will follow the flagship (in the case that there are not 6 mini icons) there would be no difficulty here since spectators would automatically know which is the flag. But in the case that the flag is part of the distraction team, the attacker could identify the lowest number ship that leaves the main battle and runs so his friends know what to follow. Of course, the spectators are capable of this themselves as well. And due to rule 5, you could easily travel the 5 minute battle distance within sector view in far less than 5 minutes. So all you'd have to know is where this ship has gone and estimate the distance it went. With practice you'd get good at this.

    (3) Knowing that an enemy is very likely to head for a warp element, attackers could intentionally 'blockade' the travel path by situating themselves between the escapee and his travel path. This means that even if the escapee splits off a ship to get around, he must travel AROUND the attacker to continue his path. In the face of a serious adversary this can prove troublesome. Only ships that can be ignored, like Harriers, will not interfere with an escapee's heading.

    I would go on but it seems pretty obvious this idea has depth to it and a whole realm of interesting gameplay. So figure the rest out on your own.
    I don't play much anymore =(
  • stormdancer
    stormdancer
    Minor Nuisance
    Joined Jun 2013 Posts: 120
    Figure out the rest ? eh..... It's so overly complex and riddled with flaws. Man just give it up already. It only exists in your own head. Wow. Nobody cares. Good luck.
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    edited 29 Jul 2013, 2:15PM
    Figure out the rest ? eh..... It's so overly complex and riddled with flaws. Man just give it up already. It only exists in your own head. Wow. Nobody cares. Good luck.
    Riddled with flaws? NAME ONE. I already refuted the only legitimate concern you ever had. You just don't like getting your **** handed to you on a platter. Perhaps next time you'll pick a fight you stand a chance at winning.

    Nobody cares? How about the likes on the OP? Seems to me there are a few who like this. You're just bitter. Go cry somewhere.
    I don't play much anymore =(
  • Raging Berserker
    Raging Berserker
    Minor Nuisance
    Joined Apr 2013 Posts: 127
    this is going to cause so much more lag in this game that it is better if you leave it as it is. Curtis your always saying your better then all the other people in your area. PROVE it. stop complaining about little fleets that are easily destroyed like harriers and destroy the fleets. if your going to say they out run you put a nighthawk escorting your base hitting fleet seeing as if your as good as you say all fleets that attack you can easly be destroyed while harriers do not cause more than a 20 second delay.
    THE BERSERKER OF THE VIKING ALLIANCE
    The Corvette King
    Kill and Pillage the Berserker's creed.

    Vega Conflict Home  sector 600.

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  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    How on earth does this cause lag? Only sector view change is that fleet icons don't sit still. Not a big change. And in battle mode we wind up with a few extra local toys. You need only display them when within visible range and these can be pre-loaded icons, not unlike all the flying space rocks you see in the background of battles. Or did you not notice that? Probably not. I noticed tho. These little stones here and there that are closer to commander view than the background. Lots of little distractions that no one cares about because they are fighting. Well I'm sure they contribute to lag but I don't hear whining about them.

    As for your pathetic advice on how to handle Harriers and the like, how about you come by my sector and I'll hold you in place for a couple of hours until you get bored and scream at me to stop. I'll use nothing but instant repair ships and I won't even try to kill you. I'll just fly away for 5 minutes while you try your darnest to catch me. No using Frigates tho. If you do I'll blow them down. You have to use base hitting fleets. Blitz Exos, Blitz Revs, Venoms, whatever. None of them will ever catch my wee little instant repair insects. I'll just waste your time until you are mad as hell and post a thread on here about how we should eliminate that bullshit.

    THEN if you get clever and guard your base hitter with NHs I'll have a buddy attack your NHs while I screw with your base hitter. Or the other way around. I can just equip some Talons with Rear 4 and watch you try helplessly to catch me as I skirt around never taking a shot. I'll laugh and laugh and giggle with glee as you get more and more frustrated. In the meanwhile, you can only effectively control one fleet so you're either paying attention to the one distracting your NHs or you're preventing your base hitters from getting slaughtered by the surprise Harriers with PBs or something. And if you focus on your base hitters, my NH distractions can come by and hit your NHs up the **** while they sit still on auto.

    You see, the thing you are forgetting is that killing Harriers that attack you is NOT an issue. Killing Harriers that run around and be a pain in the **** **** are. It's the trolls and the idiots that slowly chip away at your health until you've taken too much damage to continue on to the base you are hitting or the ones that fly away and force you into a permanent useless flight. Worse yet are the clever folk that hit you with Harriers and figure out what you have and then force you to sit still until the PERFECT fleet to kill you is suited up and sitting next to you. That is always fun. You wind up slaughtering helpless insects only to peek outside and see exactly the worst kind of ships you could possibly fight with your given fleet. Yay!

    Get a brain Berserker. Please.
    I don't play much anymore =(
  • Raging Berserker
    Raging Berserker
    Minor Nuisance
    Joined Apr 2013 Posts: 127
    Someones angry about posting on their thread....
    THE BERSERKER OF THE VIKING ALLIANCE
    The Corvette King
    Kill and Pillage the Berserker's creed.

    Vega Conflict Home  sector 600.

    Visited Sectors- 4400, 1200, 9100, 300, 200, 3300 
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Not angry, just making fun of you. You are an idiot of major proportions. Read the above, process it, then cry to your mommy. Because there be big boys here playing a big boy game. And it's all the little whiny babies like you that find silly loopholes in the game to make it annoying. Try killing my fleets with real ships, not stalling me with 2hr nuisances.
    I don't play much anymore =(
  • Raging Berserker
    Raging Berserker
    Minor Nuisance
    Joined Apr 2013 Posts: 127
    you hurt my feelings :( your right your all powerfull  ^:)^ . funny watching you freak out when we point stuff out on your thread but you always say worse reasons in the wishlist forum in EVERY THREAD.
    THE BERSERKER OF THE VIKING ALLIANCE
    The Corvette King
    Kill and Pillage the Berserker's creed.

    Vega Conflict Home  sector 600.

    Visited Sectors- 4400, 1200, 9100, 300, 200, 3300 
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Umm... point stuff out? What did you point out? That you're an idiot? Good job. Keep it up.

    And I ain't freakin out dude, I type novels for sport. It's my thang. Get over it, lol.
    I don't play much anymore =(
  • Raging Berserker
    Raging Berserker
    Minor Nuisance
    Joined Apr 2013 Posts: 127
    ghetto novels is that your thang 
    THE BERSERKER OF THE VIKING ALLIANCE
    The Corvette King
    Kill and Pillage the Berserker's creed.

    Vega Conflict Home  sector 600.

    Visited Sectors- 4400, 1200, 9100, 300, 200, 3300 
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Congrats on doing little more than bumping my thread.
    I don't play much anymore =(
  • stormdancer
    stormdancer
    Minor Nuisance
    Joined Jun 2013 Posts: 120
    Pretty sure all those likes were before your rediculous idea got shot full of holes. Getting so defensive only highlights how badly your idea needs defending. Pity you can't do a better job of it.
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Pretty sure all those likes were before your rediculous idea got shot full of holes. Getting so defensive only highlights how badly your idea needs defending. Pity you can't do a better job of it.
    My idea has yet to see a single hole pointed out. Feel free to post one if you can think of one.

    One only needs to be defensive when attacked. I need not. Instead, I am attacking the trolls that dare enter this space and think they have brains to display. You'd be one of them. Begone tiny little freak without intelligence. You've got nothing but an ad hominem argument. We don't have time for your pathetic kind.
    I don't play much anymore =(
  • stormdancer
    stormdancer
    Minor Nuisance
    Joined Jun 2013 Posts: 120
    haha.
  • No..Beard
    No..Beard
    Unicorn Overlord
    Joined Jun 2010 Posts: 3,793
    Pretty sure all those likes were before your rediculous idea got shot full of holes. Getting so defensive only highlights how badly your idea needs defending. Pity you can't do a better job of it.
    My idea has yet to see a single hole pointed out. Feel free to post one if you can think of one.

    One only needs to be defensive when attacked. I need not. Instead, I am attacking the trolls that dare enter this space and think they have brains to display. You'd be one of them. Begone tiny little freak without intelligence. You've got nothing but an ad hominem argument. We don't have time for your pathetic kind.
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  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Leave it to the comedians to inadvertently bump my thread =)
    I don't play much anymore =(
  • No..Beard
    No..Beard
    Unicorn Overlord
    Joined Jun 2010 Posts: 3,793
    i bumped the thread because I agree with much of the thinking (as my post BEFORE the personal crap shows)

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  • Havoc.ICU
    Havoc.ICU
    Potential Threat
    Joined Jun 2013 Posts: 48
    there are a few much simpler solutions to this... Some ideas:

    1) Any one ship can only be instantly repaired for *Free* once an hour or so

    2) Limit the number of total instant *Free* repairs to 12 an hour or so

    3) Remove *Free* instant repair option from 100% destroyed ships


    Origin Sector 8100 -- ICU Member :)
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Did you just say simpler? In what way is being allowed to repair one ship free once an hour or so. Did you even read the problem? People use fleets to stall you for hours, or harrier spam you, or many other potential issues. Being able to instant repair any ship is not going to help with any of that...

    Limiting the total instant repairs doesn't stop a Carebear alliance from contributing 12 Harriers fleets to each player. Not to mention, if they just run around your base fleet not getting hit they don't even have to repair anything. They can endlessly stall you.

    Third option is as useless as the second for the same reasons. And what if someone repairs for a second, stops, then resumes. It is no longer 100% damaged after a few seconds of repair, so then it can be instant repaired.

    None of these ideas even come close to fixing the root issue, or even acknowledging it. People can do a variety of low blow nonsense against higher level players that would otherwise just shrug off their nonsense. Stall fleets that run away from you nonstop (such that they don't take damage and don't need to be repaired), Harrier spam that slowly damages you bit by bit until you have nothing left, or even serious fleets that you think you can run away from fast enough to get home before every ship you have is blown apart.
    I don't play much anymore =(
  • No..Beard
    No..Beard
    Unicorn Overlord
    Joined Jun 2010 Posts: 3,793
    There's an even worse DOS tactic I have witnessed involving base 'attacks' with single ships with an unusual setup. 
    One player can lock up many bases at once.

    I am not going to post any more details because it is shockingly effective, and trivial to implement.
    Kixeye NEEDS to fix it.
    Today.


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  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Yes, launching ships from a base while it is under attack would be nice. I hope the new system that was implemented will allow that.
    I don't play much anymore =(
  • tafselars
    tafselars
    Potential Threat
    Joined Sep 2013 Posts: 36

    Hi this is my first post and I'm new to VC. But I think a simpler solution would be turbo boosters as an optional addon for larger ships - giving them the option to boost after those runaway harriers at a cost to say 50% shields. Then again, maybe its just a case of people should have more diversity in their fleets. Most people tend to stack up a fleet with the same type of ship. In Naval warfare that would be suicide. Just my 2penneth. :)

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669

    @Paul: That is another possibility, and I actually already made such a thread over here: https://www.kixeye.com/forum/discussion/399166

    I don't play much anymore =(
  • Amature
    Amature
    Potential Threat
    Joined Aug 2013 Posts: 39
    Curtis I like the idea. This is from a lvl 33 that keeps a fleet of harriers to stall and pull a buddy out ya it can be exploited but at least your not being held up by harriers and getting no where hood job bud
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669

    Well the one exploitation that has been mentioned is the idea of attacking a friend so that no one else can, but that only works for a limited length of trip and implies that the buddy did not get attacked going in, which is a ridiculous claim. If people are waiting to ninja a base hitter they won't let some guy drop in at the last second and 'escort' his friend. Not just that, but the idea implies that ONLY the first guy to warp will actually warp unless they somehow both do it at the same time. But the people watching can warp faster and wait for the two battling buddies to warp out. Then they both get hit the moment they pop out of planet or sector or wherever. Basically the exploitation would have to be absolutely pro and the guys chasing would have to be morons - a truly rare set of odds.

    But if you liked this idea, perhaps you'll like this one as well: https://www.kixeye.com/forum/discussion/402615

    It combines this idea into itself in a manner of speaking, and does so in such a way that there is no chance of exploitation.

    I don't play much anymore =(
  • Altheim
    Altheim
    Potential Threat
    Joined Sep 2013 Posts: 29

    i gave the idea a quick skim, it's a great idea...
    But from developer point of view, this would literally be impossible...

    Server would be heavily overweight as so many fleet is doing combat & precise calculation, a grand scale battle simultaneously require a really powerful server machine, for example, take Sins of Solar Empire, if you play in a really large galaxy, you would experience a SEVERE lag. The combat system in vega is nothing close compared to normal MMORPG game, the projectile and everything is to be calculated almost in real time.

    The combat system in Vega, make it not possible for you to be an effective combatant with lags, delay can be tolerated, but not lags... and this idea will burden a server so much that it would lags pretty badly...

    Plus, with this idea, clustering the server load would be really difficult, you know how Kixeye limit the amount of spectators, it's because during combat, it burns your bandwidth as well as the server bandwidth...

    It is still possible to cluster the battle, but then again... how much money would you like to spend on the game?? This kind of development require no small amount of cash.


    Your problem.... not mine....
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669

    Well that may be an argument against multiple fleets in a battle, but the fundamental idea of fleet interceptions not halting fleet positions is kinda what I'm aiming at most here.

    I don't play much anymore =(
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