Rules layout.

Re: Rules layout.

Postby Bliss » 10 Apr 2013, 19:43

can't wait !!
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Re: Rules layout.

Postby Pathogenic » 10 Apr 2013, 20:13

Ze_PilOt wrote:You earn credits every day, no more, no less.

The goal is to limit the amount of attacks possible to force people to play defense.


So, you don't earn any extra credits for winning a battle, correct?

Is there any way to use credits to have, for example, fixed defenses, structures and/or extra units (not engies) up before a match begins?

Also regarding recall, is it going to be full share full or share till death? I prefer full share if possible.
Last edited by Pathogenic on 10 Apr 2013, 20:18, edited 1 time in total.
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Re: Rules layout.

Postby Ze_PilOt » 10 Apr 2013, 20:18

You will win credit by winning on defense, way less for winning when attacking.

No extra structure planned for now. Maybe later.
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Re: Rules layout.

Postby Pathogenic » 10 Apr 2013, 21:05

I love the idea that if your ACU dies, you lose accumulated credits and your rank. It will add much more to the need to protect and preserve your ACU. I like the option to recall if things get dangerous, and the need to stay in base to recall. It adds much more to the risk vs reward aspect to aggressively use ACU vs keeping it to live to fight another day.

I wonder if that will encourage some players to employ the strategy of giving away their credits to teammates before going into battle, so they don't have to worry so much about losing credits if they die?
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Re: Rules layout.

Postby Ze_PilOt » 10 Apr 2013, 21:07

That can be a strategy yes.

If it's abused, the credit transfer can be limited to a certain amount/week.
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Re: Rules layout.

Postby Pathogenic » 10 Apr 2013, 21:50

So I am curious about rules regarding organizing teams for attack or defense.

What If an attack is planned and nobody shows up or is available for defending the planet? Say for example, the attacker decides to be a jerk and stage a major attack at a time when there are very few people online, such as very early morning during a weekday. Does the attack proceed immediately vs AI (with bonuses), or is there going to be some sort of countdown timer where the defenders have a nice long period of time in order to organize their teams? Real life considerations would seem to dictate the need for some sort of countdown timer once an attack is planned to give the defenders time to organize themselves, rather than simply rely on whoever happens to be in the lobby at one time. Attacks should be something scheduled well in advance for the convenience of the players. Maybe give defenders as much as 24 hours to respond to an attack. If all players on both sides agree to an earlier time to start and are ready, they could have the option to start it as soon as they want.

Are matches going to be mostly team based, or 1v1, or a mix of both depending on planet type, etc? Assuming team based matches, how will we decide on the composition of the teams? Will there be a team captain on each side who gets to decide who is in and who is out for their side? With each team captain having the ability to kick people from their team if they decide a really poor player has joined on their side?

A separate chat lobby within the FAF client for each faction would be nice, so that participants could tell at a glance who from their faction is online at any given time, and to be able to communicate securely with each other regarding setting up attacks or defense.
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Re: Rules layout.

Postby FunkOff » 11 Apr 2013, 00:35

Looks good so far. Be careful not to penalize attackers too much, though. A GW where nobody attacks will be boring.
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Re: Rules layout.

Postby johnie102 » 11 Apr 2013, 20:41

Another suggestion for the usage of credits: Bribing the civilians in a map, so that they will fight for you.

Question: Is it possible in the engine to spawn in an extra commander played by another player while the game is in progress? As in: Requesting backup.
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Re: Rules layout.

Postby rootbeer23 » 11 Apr 2013, 20:54

johnie102 wrote:Another suggestion for the usage of credits: Bribing the civilians in a map, so that they will fight for you.

Question: Is it possible in the engine to spawn in an extra commander played by another player while the game is in progress? As in: Requesting backup.


thats not possible.
the closest you can do to achieve the above would be to partition a map in 2 non-communicating parts and have 2
independent games happen at the same time, using a mechanism similar to the no rush timer, which you can probably
manipulate to allow for some kind of communication (e.g. sharing some units) under specific conditions.
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Re: Rules layout.

Postby MushrooMars » 11 Apr 2013, 23:16

johnie102 wrote:Question: Is it possible in the engine to spawn in an extra commander played by another player while the game is in progress? As in: Requesting backup.


This is another awesome thing we can't have because we cannot manipulate the source code.

Damnable greedy corporations.
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