Sector Control will turn into Sector Police which turns into Sector Bullies NOT a good idea for financial stability of the game. Other games have tried this and basically went the way of the Doo-Doo bird as players left in droves.
The sector control crap is just that crap the smaller groups will get farmed and it will cause them to quit the game. And are you talking about the guard in the base or the one outside when you talk about changing it out.
Not excited about the insector hitting. I like the team work in "protecting" a sector and the battles with other sectors. It will diminish the TEAM effect in a sector I believe, but hey I suppose you can also say its a fighting game and fight is the name of the game. Still prefer the idea of sectors battling with other sectors and not in house.
how bout instead of adding more features to the game fix the current issues, server stability, raid start screw ups, fleets being teleported when trying to attack bases, flts being caught whilst in motion, REDUCE REPAIR AND BUILD times
idea for control? a time modifyer. everything that gold would speed up is has its time reduced by 5% and each week in a row your alliance has controll it goes up by 5% and caps out at 25%. then there should be a second place spot giveing out 4% per week and capping out at 20% and a 3rd place giving 3% per week and capping at 15% and 4th place giving 2% per week and capping out at 10% and a 5th place giving 1% per week and capping out at 5%.
Forced insecting is a crap idea but I absolutely LOVE the thought that spamming gunboats won't work any more..... Always thought that was a pathetic thing to do!! If sector control comes down to players vs Dracs then that would be good.
So with no more proximity guarding and a delay between being able to place a guard fleet what your really doing is giving all the whiny whales an easy ride into a base. Ok spamming not so good, but a delay between placing guards, WHY? Oh I know, the WHINY WALES.
You can still hit the attacking fleet once it has beaten the guard fleet. By the time that fight is over a new guard can be in place...... I think the delay is the only way to stop gunboat spammers.
You can still hit the attacking fleet once it has beaten the guard fleet. By the time that fight is over a new guard can be in place...... I think the delay is the only way to stop gunboat spammers.
so what happens when an alliance has 5 or 6 flts waiting outside your base do you hit all 6 at once? i think a better idea would have been to set a minimum level that you could use for a guard.
CM Robot - I assume by the language in your screen-grabs the August WIP also includes updating the TOS so that I can eff and blind as much as I want in comms?!?
Great. More stuff we DIDN'T ASK FOR. How about REDUCING the BUILD and REPAIR TIMES!!!!!!!!!!!!!!!!!!!!!!!! Kixeye keeps adding more crap to kill off your fleets but gives us NOTHING to enable us to get our fleets built and repaired faster. GAME is getting BORING. 5 min of fun, 16h repairs and 3 months to build a fleet of a hull you won 4 months ago which is now outdated. FIX the REAL ISSUES and stop adding crap.
CM Robot - I assume by the language in your screen-grabs the August WIP also includes updating the TOS so that I can eff and blind as much as I want in comms?!?
Fcking Aye!
HA, I don't think our UI team noticed that text in the screenshot when the sent me the wire frames. I'll let them know, although I should have caught it :P
If I don't respond to your PMs please don't be offended, CMs get a lot and aren't able to respond to them all!
Wow well frankly there is not near enough information on the whole Sector control thing, nor the dredge fleets to have a rational well thought out opinion.
Dredge fleets first.. Kixeye is altering them, Things to Know before we can really comment
1) Is there going to be more variety in the targets. For most all 3 60 lvls are essentially the same.
2) How badly are you going to buff the Dredges. Please people No way they will be easier to hit then they are now
3) What does this mean to the U each gives out?, Are the spawn rates, times and where they spawn going to remain the same or change?
4) Will you finally get rid of the stupid timer?
Alliance/Sector Control
1) What is a "Valid" Player base.
2) From the pick that looks like you are calling them war zones Is the difficulty going to be the same
3) Flooding our sectors with more targets that we apparently will have to kill to keep the Dracs from taking control. Have you thought about what this will do to lag?, Are there plans to increase server capacity? Are the Targets going to be like Salvs, always there, like Mines around for brief periods of time but spawning 24/7, or like dredges only for a couple of Days at a time.
4) What if the Dracs take control? What kind of penalty will we suffer? Are we still going to have the FMs or i this taking their place? If the penalty is severe and with FMs and Dredges do you the player base really want another chore to do?
5)Will these drac targets offer U, what type and how much in the way of resources? How about VXP will they be like Salvs FM targets etc with the 10/10 limit per hull or like the Mystery fleets?
6)Have you thought about an opt out? Alliances that don't want need or care about sector control ceding it voluntarily? There will be a de facto opt out if many decide that being in an alliance paints an even bigger Target and the just drop their Tags and Alliances fold.
7) I personally would like to hear a Lead Developer explain why hey are implementing this change, what they feel it will bring to the game and why this will add to the game players experience. I mean a fairly open, honest and detailed explanation of exactly why, and how this will work. This seems like it is a major change in the game and its inter player dynamics if this goes forward what we have now is not nearly enough to give good feedback. And CM Robot, the Mods, I ask for a Lead developer not as a slight for you guys but to hopefully avoid any mistakes in relaying info. this is somebody's baby. I think they should be more then willing to own it, step forward and sell this to the players. It will save y'all a lot of grief in the long run.
8) I think that while mentioning it here if you truly want an Honest discussion, with valid informed and well thought feedback trying to implement this in August is to big a rush. My guess is that you have a lot of the code written and ready to go, but If this post is to me more then just a Dog and Pony show attempting to convince us that you truly value our opinions then I think trying to implement by the end of the month may not be possible.
9) lol I am sure that many other players have questions that need to be answered as well, ones that I have not thought of yet. If you truly are going to answer them in the feedback section as that thread seems to indicate then perhaps a sticky here advising players where to go would be in order
Last thoughts on WIP August. Still nothing being done about Super Sonar in the Campaigns. It was said that it was a mistake and that it would be taken out,. I think 2 months is more then ample time for at least some progress to have been made. You were able to adjust the sonar in the raid targets in less then a month. Adjusting the campaigns can not be any more difficult nor challenging. So my question is are you really listening or was that more of the tell them what they want to hear, then ignore and eventually they will go away type of stuff that we have become so used to. Is this new approach that you have put in the feedback section truly a new direction or just more pablum for the masses?
I think the changes to the guarding are way over due and very welcome; however I suspect we will see an increase in "frubbling"... more so to maintain sector control.
Not overly excited with the notion of being forced to hit draconian bases to maintain control...think it should be entirely pvp experience.
by changing the "guarding" aspect , they are going to significantly reduce PVP ... if there is a timer on alliance members not being able to guard , then you need a timer too on a player who hits the base from getting away without a fight .. so he will have to bring friends with him to keep from being hit when he leaves , or be prepared to fight when he leaves or hit and hope nobody is around to see it or get him as he leaves !
The proximity thing is fine to change , even spamming gunboats needs to stop , tho ALOT of todays pvp occurs at them bases ... but to keep alliance members also from being able to guard , just pushes us closer and closer to a PVE style of game play !
To me an ally control of the sector, should be variable. Perhaps based on the size of the alliances in that sector, since even the smallest alliances who get their pts would have NO chance in a sector filled with groups of 50+ I mean an alliance of 10 getting 1k a week means 10k. a group of 50 needs to each hit one base to match that. Personally the biggest thing I want to see is people of the same alliance being incapable of frubbling bases. If a friendly in your alliance hits no matter how much damage, I dont think it should give a bubble. But then again there are a few "elite" groups out there who would be screwed then and likely rage quit......
If your alliance controls the sector you should gain uranium at a rate proportionate to by how far ahead of the rest of the sector you are. Also, another thing that would really get alliances going would be to offer say 50% build time reductions and 50% repair for the alliance in control of the sector. Meaning the ones who control the sector can build a ship faster and repair and thus stay in the battles better. That would definitely draw more people to actually fight, but the 1k per week cap would need to be removed for ally pts since not everyone in an alliance can always kill. For lack of tech, or lack of money to keep up, people are behind. So I would remove the cap for the players who can put up bigger numbers. Perhaps setting the 50% build time reduction for players under lv50 to allow them to build fleets and get war ready for when they hit that 50 line of execution. And offer 50% repair for the entire alliance.
removing the proximity guard will only lead to peeps just setting repairs and lofg off while thier dock or base repairs, so less time playing the game, also less chances an ally member sinks an enemy or 2 wich will coin thier fleet back.
sector control i dont give a shyte just like medals dont care for those either if i get more then 200 from somebody dying in my base i dump them on a little dude any way so the big "coined uber fleets owners" dont get a single medal from me, thats just fun, give them repair and not made it worth their time lol
dredges, i could care less, the uranium need on the retro's and the few dredges wich appear on tuesday and friday dont justify getting more then 3 hr dammage per dredge, if i get more, then bye bye dredge hitting retro's will just get on the back burner, and since i cant dump my resources in the retro lab then, no need for me to play really, loading up for 1 boat a week or 3 weeks i can do on the weekly mission anyway
Not sure who thought up all this stuff, but it's not improving the game experiance, its chores aka a job now to keep up, best reduce repair times and stop adding dumb shyte to the game nobody asked for.
just my 2 cents, wich is all coin you get from me anyway
Gaurd limitations are ok, but the Sector control stuff is just another "leaderboard" that SOME people will fight to be on. I think it is a monumental waste of Kixeye's resources when there are so many other things that could be done that are beneficial to the game. Come on guys....use your heads.
Vanguard BABY please dont be a huge let down after all this time plus id like to know the stuff that wasn't included in the WIP that we are sure to see
but u know it WILL require uransium and prolly large amounts of it ...
Sector Control will turn into Sector Police which turns into Sector Bullies NOT a good idea for financial stability of the game. Other games have tried this and basically went the way of the Doo-Doo bird as players left in droves.
The sector control crap is just that crap the smaller groups will get farmed and it will cause them to quit the game. And are you talking about the guard in the base or the one outside when you talk about changing it out.
New forum rules.
Not excited about the insector hitting. I like the team work in "protecting" a sector and the battles with other sectors. It will diminish the TEAM effect in a sector I believe, but hey I suppose you can also say its a fighting game and fight is the name of the game. Still prefer the idea of sectors battling with other sectors and not in house.
how bout instead of adding more features to the game fix the current issues, server stability, raid start screw ups, fleets being teleported when trying to attack bases, flts being caught whilst in motion, REDUCE REPAIR AND BUILD times
Don't make the dredges any effing harder....I swear....
idea for control? a time modifyer. everything that gold would speed up is has its time reduced by 5% and each week in a row your alliance has controll it goes up by 5% and caps out at 25%. then there should be a second place spot giveing out 4% per week and capping out at 20% and a 3rd place giving 3% per week and capping at 15% and 4th place giving 2% per week and capping out at 10% and a 5th place giving 1% per week and capping out at 5%.
Forced insecting is a crap idea but I absolutely LOVE the thought that spamming gunboats won't work any more..... Always thought that was a pathetic thing to do!! If sector control comes down to players vs Dracs then that would be good.
Sector control = Coiners control
You can still hit the attacking fleet once it has beaten the guard fleet. By the time that fight is over a new guard can be in place...... I think the delay is the only way to stop gunboat spammers.
so what happens when an alliance has 5 or 6 flts waiting outside your base do you hit all 6 at once? i think a better idea would have been to set a minimum level that you could use for a guard.
love the stopping of GB spamming and spammed base guards..........not too happy with alliances running a sector
What about Frubbers ( friendly bubbles) If U are adressing one of the problems U need to adress the other problems as well!
Cooldown on guarding,
( because some ppl dont like hitting gunboats.
)
- Then less FvF fights to get in = less fleets will be sunk = less coining of repairs.
That sounds like a good & well thought business plan
CM Robot - I assume by the language in your screen-grabs the August WIP also includes updating the TOS so that I can eff and blind as much as I want in comms?!?

Fcking Aye!
Great. More stuff we DIDN'T ASK FOR. How about REDUCING the BUILD and REPAIR TIMES!!!!!!!!!!!!!!!!!!!!!!!!
Kixeye keeps adding more crap to kill off your fleets but gives us NOTHING to enable us to get our fleets built and repaired faster.
GAME is getting BORING. 5 min of fun, 16h repairs and 3 months to build a fleet of a hull you won 4 months ago which is now outdated.
FIX the REAL ISSUES and stop adding crap.
HA, I don't think our UI team noticed that text in the screenshot when the sent me the wire frames. I'll let them know, although I should have caught it :P
If I don't respond to your PMs please don't be offended, CMs get a lot and aren't able to respond to them all!
Beep. Boop. Having a problem? Submit a support ticket: https://www.kixeye.com/support/#!/
sector control gives the controlling alliance members a bonus of say 5% on resources from salvage, mines, and....dredges.
Wow well frankly there is not near enough information on the whole Sector control thing, nor the dredge fleets to have a rational well thought out opinion.
Dredge fleets first.. Kixeye is altering them, Things to Know before we can really comment
1) Is there going to be more variety in the targets. For most all 3 60 lvls are essentially the same.
2) How badly are you going to buff the Dredges. Please people No way they will be easier to hit then they are now
3) What does this mean to the U each gives out?, Are the spawn rates, times and where they spawn going to remain the same or change?
4) Will you finally get rid of the stupid timer?
Alliance/Sector Control
1) What is a "Valid" Player base.
2) From the pick that looks like you are calling them war zones Is the difficulty going to be the same
3) Flooding our sectors with more targets that we apparently will have to kill to keep the Dracs from taking control. Have you thought about what this will do to lag?, Are there plans to increase server capacity? Are the Targets going to be like Salvs, always there, like Mines around for brief periods of time but spawning 24/7, or like dredges only for a couple of Days at a time.
4) What if the Dracs take control? What kind of penalty will we suffer? Are we still going to have the FMs or i this taking their place? If the penalty is severe and with FMs and Dredges do you the player base really want another chore to do?
5)Will these drac targets offer U, what type and how much in the way of resources? How about VXP will they be like Salvs FM targets etc with the 10/10 limit per hull or like the Mystery fleets?
6)Have you thought about an opt out? Alliances that don't want need or care about sector control ceding it voluntarily? There will be a de facto opt out if many decide that being in an alliance paints an even bigger Target and the just drop their Tags and Alliances fold.
7) I personally would like to hear a Lead Developer explain why hey are implementing this change, what they feel it will bring to the game and why this will add to the game players experience. I mean a fairly open, honest and detailed explanation of exactly why, and how this will work. This seems like it is a major change in the game and its inter player dynamics if this goes forward what we have now is not nearly enough to give good feedback. And CM Robot, the Mods, I ask for a Lead developer not as a slight for you guys but to hopefully avoid any mistakes in relaying info. this is somebody's baby. I think they should be more then willing to own it, step forward and sell this to the players. It will save y'all a lot of grief in the long run.
8) I think that while mentioning it here if you truly want an Honest discussion, with valid informed and well thought feedback trying to implement this in August is to big a rush. My guess is that you have a lot of the code written and ready to go, but If this post is to me more then just a Dog and Pony show attempting to convince us that you truly value our opinions then I think trying to implement by the end of the month may not be possible.
9) lol I am sure that many other players have questions that need to be answered as well, ones that I have not thought of yet. If you truly are going to answer them in the feedback section as that thread seems to indicate then perhaps a sticky here advising players where to go would be in order
Last thoughts on WIP August. Still nothing being done about Super Sonar in the Campaigns. It was said that it was a mistake and that it would be taken out,. I think 2 months is more then ample time for at least some progress to have been made. You were able to adjust the sonar in the raid targets in less then a month. Adjusting the campaigns can not be any more difficult nor challenging. So my question is are you really listening or was that more of the tell them what they want to hear, then ignore and eventually they will go away type of stuff that we have become so used to. Is this new approach that you have put in the feedback section truly a new direction or just more pablum for the masses?
sector control could give build/repair time bonuses.
Don't we have enough to do already Kixeye? Man I barely hit bases now because of all the stuff in the game, and now you are going to force it?
Yet another example of Kixeye Quality Control.
by changing the "guarding" aspect , they are going to significantly reduce PVP ... if there is a timer on alliance members not being able to guard , then you need a timer too on a player who hits the base from getting away without a fight .. so he will have to bring friends with him to keep from being hit when he leaves , or be prepared to fight when he leaves or hit and hope nobody is around to see it or get him as he leaves !
The proximity thing is fine to change , even spamming gunboats needs to stop , tho ALOT of todays pvp occurs at them bases ... but to keep alliance members also from being able to guard , just pushes us closer and closer to a PVE style of game play !
To me an ally control of the sector, should be variable. Perhaps based on the size of the alliances in that sector, since even the smallest alliances who get their pts would have NO chance in a sector filled with groups of 50+ I mean an alliance of 10 getting 1k a week means 10k. a group of 50 needs to each hit one base to match that. Personally the biggest thing I want to see is people of the same alliance being incapable of frubbling bases. If a friendly in your alliance hits no matter how much damage, I dont think it should give a bubble. But then again there are a few "elite" groups out there who would be screwed then and likely rage quit......
If your alliance controls the sector you should gain uranium at a rate proportionate to by how far ahead of the rest of the sector you are. Also, another thing that would really get alliances going would be to offer say 50% build time reductions and 50% repair for the alliance in control of the sector. Meaning the ones who control the sector can build a ship faster and repair and thus stay in the battles better. That would definitely draw more people to actually fight, but the 1k per week cap would need to be removed for ally pts since not everyone in an alliance can always kill. For lack of tech, or lack of money to keep up, people are behind. So I would remove the cap for the players who can put up bigger numbers. Perhaps setting the 50% build time reduction for players under lv50 to allow them to build fleets and get war ready for when they hit that 50 line of execution. And offer 50% repair for the entire alliance.
removing the proximity guard will only lead to peeps just setting repairs and lofg off while thier dock or base repairs, so less time playing the game, also less chances an ally member sinks an enemy or 2 wich will coin thier fleet back.
sector control i dont give a shyte just like medals dont care for those either if i get more then 200 from somebody dying in my base i dump them on a little dude any way so the big "coined uber fleets owners" dont get a single medal from me, thats just fun, give them repair and not made it worth their time lol
dredges, i could care less, the uranium need on the retro's and the few dredges wich appear on tuesday and friday dont justify getting more then 3 hr dammage per dredge, if i get more, then bye bye dredge hitting retro's will just get on the back burner, and since i cant dump my resources in the retro lab then, no need for me to play really, loading up for 1 boat a week or 3 weeks i can do on the weekly mission anyway
Not sure who thought up all this stuff, but it's not improving the game experiance, its chores aka a job now to keep up, best reduce repair times and stop adding dumb shyte to the game nobody asked for.
just my 2 cents, wich is all coin you get from me anyway
First, once a Base Guard has been destroyed. we are going to be adding a short delay before a new Base Guard can be applied.
Is this the "In base guard" Or where ally's can put fleet guards on a base? Please make this more clear CM.
Gaurd limitations are ok, but the Sector control stuff is just another "leaderboard" that SOME people will fight to be on. I think it is a monumental waste of Kixeye's resources when there are so many other things that could be done that are beneficial to the game. Come on guys....use your heads.
but u know it WILL require uransium and prolly large amounts of it ...