Topic: AOTK3: Fleeting rules  (Read 11051 times)

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Offline KAT Chuut-Ritt

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Re: AOTK3: Fleeting rules
« Reply #40 on: May 01, 2007, 10:53:45 am »
I have to talk to ED about this, but I do think "Patrol" missions should draft on a Planet/base.  With a little luck I should have a new test server up wonight with ED's new pack so we can test it.

Thats what I was thinking as well, LOL

I remember the old days when defending a base you had that base backing you up.


Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #41 on: May 01, 2007, 11:06:09 am »


I remember the old days when defending a base you had that base backing you up.



Coding this would be problematic. There is a current issue with the server kit that assigns empire rankings based off economy. As a solution, Shiplist modification would make all bases the same. So coding in a base would need to use the neutral bases or DefSats. Balance is the main issue. What kind of base, how many and such would upset fleeting rules. It may be as bad as having the defender allowed to ignore fleeting rules alltogether and field 3x DN's in defense of a planet. Although I think it would be fun to have a mission like that, PvP matchups would suffer.

There is an alternative... Allowing AI ships into defensive planetary draft patrols, one for each enemy ship over the defender. So in a 3v1, the solo defender would be granted 2x AI ships under fleet contol. However, doing this wouldnt allow u the option of having a Planetary Defense rule where a solo captain can field three ships as ong as they abide by existing fleeting rules... One of my ideas.

I think the current system we have is fair.

Offline Lieutenant_Q

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Re: AOTK3: Fleeting rules
« Reply #42 on: May 01, 2007, 11:08:49 am »
Perhaps adding DefSats to the Planetary Assault missions?
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #43 on: May 01, 2007, 11:19:18 am »
Perhaps adding DefSats to the Planetary Assault missions?

PA's are AI only missions for the assaulter that are offered only when there isnt a human opposition player present for a patrol mission instead. PA's already have DefSats.

Offline FPF-DieHard

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Re: AOTK3: Fleeting rules
« Reply #44 on: May 01, 2007, 11:25:29 am »
Perhaps adding DefSats to the Planetary Assault missions?

PA's are AI only missions for the assaulter that are offered only when there isnt a human opposition player present for a patrol mission instead. PA's already have DefSats.

IMHO, there should be NO AI only assult missions.   
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #45 on: May 01, 2007, 12:17:02 pm »
Perhaps adding DefSats to the Planetary Assault missions?

PA's are AI only missions for the assaulter that are offered only when there isnt a human opposition player present for a patrol mission instead. PA's already have DefSats.

IMHO, there should be NO AI only assult missions.   

There have to be AI Only missions when an enemy combatant isnt present to be drafted. I would object to the PA being a PvP mission.

Offline FPF-DieHard

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Re: AOTK3: Fleeting rules
« Reply #46 on: May 01, 2007, 12:21:30 pm »
Perhaps adding DefSats to the Planetary Assault missions?

PA's are AI only missions for the assaulter that are offered only when there isnt a human opposition player present for a patrol mission instead. PA's already have DefSats.

IMHO, there should be NO AI only assult missions.   

There have to be AI Only missions when an enemy combatant isnt present to be drafted. I would object to the PA being a PvP mission.
That's not what I mean, I mean all missions should draft human defenders.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #47 on: May 01, 2007, 12:26:46 pm »
I disagree. You actually want a PvP mission of the PA? That's retarded.

Perhaps we need to have a discussion on why we have the PA mission in the 1st place.

Offline FPF-DieHard

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Re: AOTK3: Fleeting rules
« Reply #48 on: May 01, 2007, 12:48:37 pm »
I disagree. You actually want a PvP mission of the PA? That's retarded.

Perhaps we need to have a discussion on why we have the PA mission in the 1st place.

Rememeber those crazy PvP Planet missions we had in SGO4?   Those were a blast and drafted deffenders.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #49 on: May 01, 2007, 01:09:01 pm »
Ok, I'll assent if ED will implement a script this way:

A PvP Planet 'Defense' script would be offered alongside patrols for the attacker on FRIENDLY planet hexes only. See how this works?

Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #50 on: May 01, 2007, 01:09:57 pm »
I disagree. You actually want a PvP mission of the PA? That's retarded.

Perhaps we need to have a discussion on why we have the PA mission in the 1st place.

Rememeber those crazy PvP Planet missions we had in SGO4?   Those were a blast and drafted deffenders.

Ya, the one where Agave's BBVZ was destroyed by Firesouls StarBases. I remember those, they were fun... sometimes.

Offline NuclearWessels

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Re: AOTK3: Fleeting rules
« Reply #51 on: May 01, 2007, 03:25:23 pm »
Ok, I'll assent if ED will implement a script this way:

A PvP Planet 'Defense' script would be offered alongside patrols for the attacker on FRIENDLY planet hexes only. See how this works?

A defense script offered to the attacker on friendly planets?   Am I not getting this?

Met_NW16PlanetDefense should draft for PvP (essentially the Shipyard Defense script with planets added),
it's offered to the defender - is that what you're looking for?

dave

Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #52 on: May 01, 2007, 07:18:21 pm »
In these examples we have Feds vs Klinks and here's how it's happening:

1.) Ok I'm a Fed sitting on a Fed controlled Planet. A klink moves in and the mission choice the klink is given is always a patrol.

2.) There isnt a fed sitting on the Fed planet. The klink moves in and is only offered PA scripts.

3.) A klink is sitting on the Fed controlled planet and my Fed character move in and the mission choice I get is always a patrol.

4.) No one is on the fed controlled planet and my fed character moves in and is always offered a patrol.

Those are the only 4 things that are happening. So PA scripts are not offered despite being a PvP mission. I'd rather they not be PvP missions because drafting a live player while facing 3 Defsats and a Ph4 armed planet would take forever to complete. That's not a balance issue I want to contend with.

There is room for improvement. To answer your question in the above post, my sugestion would be to offer a script for friendly space planet hexes where you control a neutral base, Defsats or such along with up to 2 other UI Fleet Controlled AI ships, each AI spawned based off of whether or not you face more than one opponent. Course, this mission should be rife with AI ships on both sides. AI ships make things interesting. Anytime you add a base to a PvP script, that just does away with the non-AI pvp crowd. I prefer straight up AI stripping patrols when given the chance.

Another script that has been skipped in previous SG servers is the Shipyard Assault/Defense. Again, I like how the current setup works in which if there is a draftable opponent you are only offered a patrol. In the case of not having a draftable opponent, ShipYard Assault/Defense missions would add variety and fun. Basically, the PA and Shipyard assaults shouldnt be PvP missions. Currently, the PA script is just such, only an AI mission.

Another area of discussion on this is Chuut's comments on running 4 missions in the defense of one's planet in the time it takes the assaulter to do one. Perhaps Planetary Defense missions and Shipyard Defense missions should become standard fare for friendly space planet mission choices instead of patrols. That'd level the playing field making it just as hard to defend vs AI as it is to assault vs AI and leave the PvP to patrols only with AI stripping. I'd preder this setup as ideal.

Offline NuclearWessels

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Re: AOTK3: Fleeting rules
« Reply #53 on: May 01, 2007, 08:54:01 pm »
Ahhh!  Got it, thanks for the clarification  (too many days of marking, my brain is thoroughly rotted right now)

Well, creating non-PvP scripts is no problem - kinda the opposite of what we've always tried, but easy enough to do (certainly easier than making them PvP)

dave


Offline Dizzy

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Re: AOTK3: Fleeting rules
« Reply #54 on: May 01, 2007, 08:57:48 pm »
In addition to the script pack as is, we only really need AI only Shipyard assault and defense planet hex missions. Shipyard defense needs to be a cash cow and shipyard assault needs to be able to be able to be completed in 6-12 minutes as comparable to the PA script.