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Posted: Sun Feb 26, 2012 9:08 pm
by Spunkmeyer
TheDevil:
I know, I'm not arguing the points you are making.
But whether getting a definitive advantage early on and denying the other team a comeback is a good thing and should be encouraged is debatable. As long as it doesn't extend to turtling, I personally disagree - I think the weaker side needs *something* to be able to make a comeback beyond the winning team having a brain-lock. So I wouldn't want to enforce this through a core change when setting time limits would alleviate the turtling issue.
I think a game setting will let the community make a choice on this and if people overwhelmingly favor one flavor over the other, can be made default (or moved into the core)
Posted: Sun Feb 26, 2012 9:48 pm
by Raven_42
Is it possible to reduce the drop chance of tier 3 tech on a ship dying? This would create a compromise, where your still risking buying enemy comeback tech, but you have more chance to have the paid-for advantage for longer.
Posted: Sun Feb 26, 2012 10:22 pm
by TheDevil
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Feb 26 2012, 09:08 PM) TheDevil:
I know, I'm not arguing the points you are making.
But whether getting a definitive advantage early on and denying the other team a comeback is a good thing and should be encouraged is debatable. As long as it doesn't extend to turtling, I personally disagree - I think the weaker side needs *something* to be able to make a comeback beyond the winning team having a brain-lock. So I wouldn't want to enforce this through a core change when setting time limits would alleviate the turtling issue.
I think a game setting will let the community make a choice on this and if people overwhelmingly favor one flavor over the other, can be made default (or moved into the core)
So the team that messed up early and mid game, should be allowed to make a comeback in endgame?
All I am saying there will be a reason behind why one team is able to afford all MKIII perks and the other team barely manage MKII, at this point the team doing bad shouldn't be allowed a comeback. Unless of course the winning team buys MKIII whore tech and no end game, at which point the losing team will have plenty of time to turtle away and attempt a comeback by buying a end game.
Posted: Sun Feb 26, 2012 10:40 pm
by Mastametz
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Feb 26 2012, 01:08 PM) I think the weaker side needs *something* to be able to make a comeback beyond the winning team having a brain-lock.
They have paydays. That is more than enough.
or they can get lucky with some surprise bomb run with a trillion nans
The whole "comeback" chestnut is romantic and all, and every once in a while there will be a comeback that was enjoyed by all,
but 99% of the time, when a team that's obviously lost decides to *make a comeback*, it just leads to incredibly dull turtling for the next hour or two.
and the same team will probably still lose, anyway
Posted: Sun Feb 26, 2012 11:37 pm
by Spunkmeyer
QUOTE So the team that messed up early and mid game, should be allowed to make a comeback in endgame?[/quote]
If there is no chance of a comeback, there is no game, is there? They'll resign so the point is moot.
The whole (end)game hinges on the chance of a comeback.
Posted: Sun Feb 26, 2012 11:42 pm
by NightRychune
change paydays from 600 every minute to 6000 every 10 minutes
it sounded good in my head so you should do it
Posted: Sun Feb 26, 2012 11:46 pm
by Spunkmeyer
Here, let me propose a better turtling solution for you:
#declarevictory
Same thing as setting a time limit, except you don't have to have the game owner to do so, nor you have to stop playing when it expires.
EDIT:
#declarevictory discussion moved here
Posted: Mon Feb 27, 2012 10:45 am
by phungus420
The end game comebacks that have been epic have never come from stealing mkIII techs. Well, never isn't ever valid, but 99% of the time the game doesn't hinge on stealing mkIII tech. All making mkIII tech stealable does is make it non researchable, and so the game just wol't end for another hour or so, and it's a sad slow death. I suppose you could make it so MkIII tech is only stealable with a starbase, at least then getting the end game techs aren't so discouraged in the late mid game - which is where it is the most fun to have end game tech pushes occur.
Posted: Mon Feb 27, 2012 1:15 pm
by TurkeyXIII
Phung you seem to be under the delusion that endgame is easier when your enemy has df3.
Posted: Mon Feb 27, 2012 5:11 pm
by KGJV
Sheriff Metz wrote:QUOTE (Sheriff Metz @ Feb 26 2012, 04:01 AM) Dreg exp vs IC tac
Dreg gets mini3 hvy ints in order to int bomb the dreg tac (as they should)
IC steals mini3, pops out an exp and instantly gets mini3 hvy ints and then the game lasts another hour
Last time I played (yeah long ago!) IC would get only ints not hvy ints... well unless the CC team really changed how IC work...
So I don't see any issue stealing a mkIII tech here.
If using mk3 techs with mk2 ships (mini3 reg ints in your example) is the issue then just enforce having a matching mk3 base to use them (in your example IC would have to upgrade their exp 1st).