Forged Alliance Forever Forged Alliance Forever Forums 2012-07-19T04:51:20+02:00 /feed.php?f=37&t=1501 2012-07-19T04:51:20+02:00 2012-07-19T04:51:20+02:00 /viewtopic.php?t=1501&p=16017#p16017 <![CDATA[Re: Idea for phantom x]]> Statistics: Posted by Duck_42 — 19 Jul 2012, 04:51


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2012-07-19T04:04:12+02:00 2012-07-19T04:04:12+02:00 /viewtopic.php?t=1501&p=16016#p16016 <![CDATA[Re: Idea for phantom x]]> .

Statistics: Posted by Commlink — 19 Jul 2012, 04:04


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2012-07-16T02:49:54+02:00 2012-07-16T02:49:54+02:00 /viewtopic.php?t=1501&p=15848#p15848 <![CDATA[Re: Idea for phantom x]]>
And concerning the replay, that was.. luck. Vip was not scouting, had not his acu in water and did not used his asf, 3 big mistakes.

Statistics: Posted by Harpagon — 16 Jul 2012, 02:49


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2012-07-15T15:38:47+02:00 2012-07-15T15:38:47+02:00 /viewtopic.php?t=1501&p=15827#p15827 <![CDATA[Re: Idea for phantom x]]>
What your discussing is no longer about phantom X ideas and is about away to rebalanced FA just for phantom X. This was never my intention when i started this post it was for ideas to improve the fun aspects and new features that could be introduced.

O and check out replay number 208744
File attached

i was innocent my rating 1053k vs phantom who was VIP, next door his rating is 1.9k and he tries to rush exp bomber and breaks early, this is how u stop them :).

And Hara stop hijacking my thread mate, you created your own please use that :).

Statistics: Posted by Commlink — 15 Jul 2012, 15:38


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2012-07-15T14:06:15+02:00 2012-07-15T14:06:15+02:00 /viewtopic.php?t=1501&p=15824#p15824 <![CDATA[Re: Idea for phantom x]]>
Duck_42 wrote:
a. Decrease the amount of bonus that a Phantom gets for breaking with innocents (not much, probably only 1-2%)


Yes that could work or at least I dont see negative effects. Though, as the t4 rush is by far the most used way by phantoms, I have an other 2 in 1 solution : nerf the t4 rush by deleting all the veterancy system, innos could have a chance to stop the early t4 with land def , it would also have the interest to balance factions a little bit more.

Statistics: Posted by Harpagon — 15 Jul 2012, 14:06


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2012-07-15T06:30:23+02:00 2012-07-15T06:30:23+02:00 /viewtopic.php?t=1501&p=15819#p15819 <![CDATA[Re: Idea for phantom x]]>
I'll build the test version into a map (probably Roanoke) so that I can publish it to the vault and we can play test it more easily (and with other people). I'll let you all know when it's ready and we can set up some times to test it.

Statistics: Posted by Duck_42 — 15 Jul 2012, 06:30


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2012-07-14T20:28:50+02:00 2012-07-14T20:28:50+02:00 /viewtopic.php?t=1501&p=15807#p15807 <![CDATA[Re: Idea for phantom x]]> Statistics: Posted by Commlink — 14 Jul 2012, 20:28


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2012-07-14T19:04:47+02:00 2012-07-14T19:04:47+02:00 /viewtopic.php?t=1501&p=15802#p15802 <![CDATA[Re: Idea for phantom x]]>
Harpagon wrote:
players are still used to the old phantom N without reveal and then not used to counter fast rushs from phantoms.


Agreed. Phantoms get maximum resources from breaking with all innocents early on. Good players know how to leverage that bonus and can usully make quick work of one innocents per Phantom. Good players also know if they don't break, the only way to maintain any real advantage is to spend the phantom bonus somewhere (eco/army/nukes/etc). Usually they end up blowing their cover without really establishing a significant advantage, and so, they lose in the end. This is why the short game strategy is currently preferred by good Phantoms.

I'd propose two changes to address this.

a. Decrease the amount of bonus that a Phantom gets for breaking with innocents (not much, probably only 1-2%)
b. To encourage a longer view strategy on the Phantom's part, give Phantoms some sort of significanly increased mass and energy storage (100,000? mass, 500,000? energy) after assignment. This would allow them to hide more easily and it would allow the Phantoms to save up resources for later on.

Statistics: Posted by Duck_42 — 14 Jul 2012, 19:04


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2012-07-14T12:14:33+02:00 2012-07-14T12:14:33+02:00 /viewtopic.php?t=1501&p=15790#p15790 <![CDATA[Re: Idea for phantom x]]> Statistics: Posted by Harpagon — 14 Jul 2012, 12:14


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2012-07-13T20:28:30+02:00 2012-07-13T20:28:30+02:00 /viewtopic.php?t=1501&p=15766#p15766 <![CDATA[Re: Idea for phantom x]]>
Harpagon wrote:
Phantom X is pretty balanced, phantons wins 50% of time. The only gameplay troubles I see are :

This is untrue in more ways than one. Ideally with a phantom:inno ratio of 1:2, phantoms should only win a third of the time. Secondly, at least for games with reveal, the phantom win percentage is a lot higher than 50%. If both phants work together, a phantom victory is by far the most likely outcome. This should change. Accomplishing this could be as simple as tweaking the resource bonus table for 2 or more phantoms; other more complicated solutions that add features to the game have been discussed above.

Statistics: Posted by mead — 13 Jul 2012, 20:28


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2012-07-13T15:25:58+02:00 2012-07-13T15:25:58+02:00 /viewtopic.php?t=1501&p=15746#p15746 <![CDATA[Re: Idea for phantom x]]> Phantom X is pretty balanced, phantons wins 50% of time. The only gameplay troubles I see are :

The innos sit back until the reveal : A paladin is maybe a good idea to make the innos attack but I would rather see it like : If an inno kills a phantom BEFORE reveal, he becomes paladin. (Maybe to avoid ruining the game if one of the phantoms is noob, the other phantom could be phantom+paladin if he kills his ally before reveal ?)

The phantom who let his ally do the work have very high chance to win the game by back stabbing him : maybe lower the phantom bonus and make a kind of auto reclaim (like in phantom war but during all the game and not only btween the phantoms). Anyway I dont share your idea of encouraging backstabing.. as I sayed phantoms win 50% of the games (mb less), then it makes only 25% of chance to win as phantom..



Concerning the reveal..
When there is no reveal and the phantoms play sneak , there is absolutely no way to know who is who and it turns to a ffa .. so I dont see the point of promoting this gameplay. (and it sucks for the non (or bad) english speakers like me).

If innos start to kill each other, the game is ruined because the phantoms win without effort.. Innos should have at least a slight indice to know who is phantom or at least not having to play a 1v1 or 2v2 against phantoms if they kill their allies. Then the only way I see to have an interesting game without reveal would be to change the bonus to a malus after a certain time. Then if innos attack other innos, they dont finish killed by a game ender built by a camper phantom.

Statistics: Posted by Harpagon — 13 Jul 2012, 15:25


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2012-07-13T01:21:44+02:00 2012-07-13T01:21:44+02:00 /viewtopic.php?t=1501&p=15697#p15697 <![CDATA[Re: Idea for phantom x]]>

The key issue is making innocents move or giving the phantom some reason to expose himself to everyone. Currently how i play the game whats my incentive to go out right aggressive? I'm not the best player and some innocents can out eco me even with the extra resources so i find it productive to be tactical.


Initially, this is how I played as Phantom as well. I'm still not all that good at FA, but I've picked up a bit about Phantom along the way.

Due to the way Phantom is structured, you either play a short aggressive strategy or a very long drawn out deceptive one. If you want to stay hidden, you're pretty much forced to throw away a good portion of the extra mass/energy that you get. So, you really can't leverage the Phantom bonus unless you play agressively. In addition, you get a better bonus once someone breaks with you (this is an incentive for innocents to remain allied with everyone, otherwise some people would just break at the start).

I can usually take out at least one innocent (sometimes two) right out of the gate (because people still don't defend against tele-mazer, my favorite attack strategy). So within the course of a minute I can take it from 4 on 2 to 2 on 2. Those are much better odds. from that point Phantoms go 1v1 against innocents and will usually finish the other two off. Taking out the other phantom is the tricky part. I'll usually plan an appropriate point and stab the other Phantom in the back just before I (or he) take out the last innocent. The bottom line is that it's easier to win a short game if you have a good strategy for playing it.

The long games are much harder to manage. If you play slow to hide that you're Phantom, any good innocents will have just as good a base as you do by 45 minutes in. Even 1 on 1 can be difficult in that scenario. The only option then is to play the innocents against each other or go for a superweapon and try to fend them all off (that rarely works). Playing them against each other can sometimes be done, but it always dependent on who is in the game (i.e. you never know what you're going to get). I've seen some long games go really strange ways. If you can sucessfully get them to attack each other, (and maybe get one or two taken out) it can get easier. That being said, you've still got to play very carefully. If you blow your cover at any point along the way you can still end up dead in a hurry. The other disadvantages of long games are that they take a LONG time and everyone in the game needs to have a good PC (long games always turn into Simcity contests). People aren't always up for playing a 1.5 hour chess match with the sim speed at -2.

With either strategy though, you still have to be able to kill the last player standing. If you don't plan for that, you'll lose almost every time.


new to phantom or fa they don't use the resources to their advantage and can often lead to abuse upset games unsure of what they need to do, this can be partly the fault of innocents for not attacking. This kind of phantom never wins, not sure someway to better define the phantom innocents roles to new players?


You're right. I should probably write a post explaining the basics of Phantom-X.


although reducing the amount of your allies could be considered penalty enough

Yeah. I don't think any further penalties are necessary. You've just killed one of your allies and you probably lost at least a third of your army doing it. That's penalty enough.


Hmm if you get a bonus for killing phantoms or phantom vs phantom bonus, I'd like to see a wild card basically if you do introduce paladins when a phantom kills them they get + bonus, but if an innocent kills a paladin they get some kinda penalty like -resource drain(for a certain amount of time?, 5 minutes?) after all he was their champion ^^, The paladin would also get some bonus if he kills a phantom he gets an increase in his amount of resources, but killing an innocent means he loses his bonus income for a time period like a penalty box...

I don't really see where any of this is necessary. The bonus for killing a Phantom is that he's now dead. The penalty for killing an innocent is (see comment above).


With Duck_42 being the only one I know with the rare combination of time, motivation and experience to actually code any proposed changes, I'd suggest prioritizing what is easy to implement (kill bonus and/or paladin). Changes should be incremental so they can be easily tested for balance implications until consensus is reached.

Motivation...yes 8-) , Experience...sort of :? , Time...uh no, not really. :shock: .

The type of changes we're discussing will need to be play tested before they are fielded to FAF. That means some sort of seperate mod file, and some people who want to play test it :D . I'll probably need to integrate the scripts with a map to make it work right (regular mods can't have lobby options).

Statistics: Posted by Duck_42 — 13 Jul 2012, 01:21


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2012-07-12T20:16:53+02:00 2012-07-12T20:16:53+02:00 /viewtopic.php?t=1501&p=15688#p15688 <![CDATA[Re: Idea for phantom x]]>
innocents mind set is that they dont have to do anything in phantom, but play sim city and e.g wait to be attacked or wait till timer runs out. If the phantom does not do anything instead hides(i do this it helps loads if innocents can be provoked to kill each other off and more fun to much muhahaa) his accused of being ether noob(ok some cases they are) and that his holding up the game the goal of phantom is to eliminate innocents not for innocents to pressure phantom ..

Being phantom is almost like a punishment now in some games where innocents harass phantom verbally to own up. Had some problems like this in my games and to counter there argument i said there is nothing stopping you from unallying and attacking whoever you think is phantom, which i believe is how the games meant to be played personally.

You have 3 types of phantoms at the moment:
1)The aggressive player
kills as many innocents as he can caring for nothing that gets in his way. A lot of players see this is how a phantom should and needs to act, which is not always the case and leads to idle innocents and sim city in my eyes innocents are the lazy ones. 5 times out of 10 this is suicidal unless phantoms make themselves known and team up.

2)The Tactician
This is how i like to play as a phantom planting the seeds of mistrust between each innocent igniting a feud and provoking aggression towards another eliminating the odds. Using any means at their disposal provoking innocents to attack u, each other by private messaging. I find these games more fun for main reason you get a lot more banter and players having a fun even if they loose. 7 out of 10 times i can get 1 innocent dead without lifting a finger.

3)Whats a phantom
new to phantom or fa they don't use the resources to their advantage and can often lead to abuse upset games unsure of what they need to do, this can be partly the fault of innocents for not attacking. This kind of phantom never wins, not sure someway to better define the phantom innocents roles to new players?

not really ideas just thoughts how to clean up this defensive gameplay, its more like survival then phantom sometimes lol.

The key issue is making innocents move or giving the phantom some reason to expose himself to everyone. Currently how i play the game whats my incentive to go out right aggressive?
I'm not the best player and some innocents can out eco me even with the extra resources so i find it productive to be tactical.

i guess i just wanted to post this and see what you guys thought on the matter and see how we can change this?
food for thought.

Statistics: Posted by Commlink — 12 Jul 2012, 20:16


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2012-07-13T00:55:18+02:00 2012-07-12T16:04:33+02:00 /viewtopic.php?t=1501&p=15673#p15673 <![CDATA[Re: Idea for phantom x]]>
Duck_42 wrote:
Still, it might be good to add a "Reveal Phantoms To" option with choices such as "Phantoms Only", "Paladins Only", "Phantoms and Paladins", "Everyone", and "No one".

Agreed.

Duck_42 wrote:
a. Giving Phantom A the additional bonus that Phantom B would have gotten. i.e. if bonus was 15% for Phantom A and 15% for Phantom B then it's now 30% for Phantom A.
b. Having the game use the eco table for the new phantom count. As I said, right now it doesn't recalculate, so even though Phantom B just died, for eco calculation purposes there are still two Phantoms (see table below). This option wouldn't double Phantom A's bonus in all scenarios, but it would provide a substantial benefit for the remaining phantom.

If we do the second option, I'd suggest it apply regardless of who kills the phantom (i.e. if either innocents or another phantom kills Phantom B then Phantom A still gets resource boost). However, this would potentially make the other phantom much harder to kill, and order becomes important (i.e. It's in the innocents best interest to kill the strongest phantom first).

I agree that the recalculation should happen independently of cause of death, and apply to all remaining phantoms in case there were more than 2 at the start.

Regarding possible changes in general, I think we should be clear what goals we want to accomplish, and how we want to improve phantom X gameplay. Personally, I'd like to see less passive behaviour (sim city) in general, also on the inno side, while discouraging FFA-style douchebaggery (which fortunately happens very rarely). Direct or indirect (by recalculation for example) kill rewards as discussed above are one way to accomplish this. What about extending the reward for killing a phant to innos who kill a phantom? That way, good and aggressive innocent players would be rewarded; killing another inno when being inno could be penalized in the same way, although reducing the amount of your allies could be considered penalty enough. If i recall correctly, Murder Party already does or did something like this. Paladins, should they be added, could of course be added into this reward/penalty scheme.

With Duck_42 being the only one I know with the rare combination of time, motivation and experience to actually code any proposed changes, I'd suggest prioritizing what is easy to implement (kill bonus and/or paladin). Changes should be incremental so they can be easily tested for balance implications until consensus is reached.

Statistics: Posted by mead — 12 Jul 2012, 16:04


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2012-07-12T15:29:36+02:00 2012-07-12T15:29:36+02:00 /viewtopic.php?t=1501&p=15671#p15671 <![CDATA[Re: Idea for phantom x]]>
I'm always looking or ideas for phantom maps especially 8 player designs trying to break this 6 player trend.

Statistics: Posted by Commlink — 12 Jul 2012, 15:29


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