Server Update (20/05)

Server Update (20/05)

Postby Ze_PilOt » 20 May 2013, 18:23

I've changed the way "second in command" is handled (on Zock idea that make more sense that the original implementation)

When you are launched in a game (attack or defense), all your others attacks are set "on hold", and proposed to others players.

The people in your factions have 5 minutes to take the attacks for themselves. It's a random system, but with a priority on rank (but as everyone has the same rank now...).

- If nobody want to take them over, they are lost forever. -I may think of a system where you take them back (with additional time) after you are out of a game, but I'm not sure yet balance-wise if it's a good idea.
Tell me what you think.

- If someone take them over, they will appears in his own attack list, for free.

- That's also means that you have to be online when the attack timer reach 0, otherwise the game is auto-lost.
In the future, they will probably be an option that make your games "on the market" for second in command on your demand.

Other bug fix :
- The "search for attackers" popup will disappears only when the host of the game has launch FA correctly.
It can take some time if he has to download the gw mod...

But as "second in command" is reworked, there is no more "you won" popup or 5 minutes delay for an attack to take place.

It's a rather big refactoring, so there is probably many bugs.
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Re: Server Update (20/05)

Postby Zock » 20 May 2013, 19:01

nice!

I have a few questions:

The people in your factions have 5 minutes to take the attacks for themselves. It's a random system, but with a priority on rank (but as everyone has the same rank now...).


What happens if a player attempts to defend in this 5 Minutes? He should get a notification that the planet is on hold currently.

I would suggest to write all defends also in the atack list (i.e. Defence in 3 Minutes). So the player can see how long he must wait until the "on hold" is over, if no one takes the atack.

- That's also means that you have to be online when the attack timer reach 0, otherwise the game is auto-lost.


Can't it make also trigger the second in command? It would work only you add additional 10 Minutes atacktime on every second in command atack i guess.
gg no re

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Re: Server Update (20/05)

Postby Ze_PilOt » 20 May 2013, 20:18

Zock wrote:What happens if a player attempts to defend in this 5 Minutes? He should get a notification that the planet is on hold currently.


Nothing. The attack will disappears (and the timer will stop) until someone take it over.

Zock wrote:I would suggest to write all defends also in the atack list (i.e. Defence in 3 Minutes). So the player can see how long he must wait until the "on hold" is over, if no one takes the atack.


It won't happen anymore.

Zock wrote:Can't it make also trigger the second in command? It would work only you add additional 10 Minutes atacktime on every second in command atack i guess.


I don't want it to be automatic. Maybe you want to go offline (and take the risk that your attack will be dismissed when the timer is off or someone defend) without removing your attack.
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Re: Server Update (20/05)

Postby Anaryl » 20 May 2013, 22:13

I don't want it to be automatic. Maybe you want to go offline (and take the risk that your attack will be dismissed when the timer is off or someone defend) without removing your attack.


I encountered this today. I logged into GW, and was disconnected (timeout or whatever), logged back in 5 mins later, and all my attacks were gone. I had no credits so no more attacks for me that day. So it links into the resources problem as well.

I think a way to approach this would to be to give your ACU an actual physical location on the map. So I shouldn't be able to switch between fronts automagically, or just defend like 5 different planets. Maybe make it easy to redploy inside your own space (a 5 - 10 minute cooldown) but it would also mean you're not dealing with random attacks all over the place, and thus reduce the risk that you might be in one game whilst someone else 'needs' you for another defence elsewhere. So that way, players arent just defending anything willy-nilly.
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Re: Server Update (20/05)

Postby Zock » 21 May 2013, 00:25

The Idea of fixed positions on the map is very appealing to me. But only if there are many players, that would have to position strategicly over the map. I don't think we have that many players. It could be nice for roleplaying to have a position on the map (and see positions of others, and with some tricks, maybe even some enemies) though.

But the reason why i post: the new update seemed to broke GW:

When you defend, it will "search for atackers", but no game will start, even if the atacker is there.

I don't know if thats a different bug (or a bug at all), but when you defend again it will say "this planet is defended soon already" (how it should be), but when you relog, it won't, and you can defend again. Does logging out cancel your defends?
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Re: Server Update (20/05)

Postby FunkOff » 21 May 2013, 03:14

Zock wrote:When you defend, it will "search for atackers", but no game will start, even if the atacker is there.


This. It is impossible to defend now.
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Re: Server Update (20/05)

Postby Ze_PilOt » 21 May 2013, 08:05

Zock wrote:When you defend, it will "search for atackers", but no game will start, even if the atacker is there.

I don't know if thats a different bug (or a bug at all), but when you defend again it will say "this planet is defended soon already" (how it should be), but when you relog, it won't, and you can defend again. Does logging out cancel your defends?


As I've said, almost everything has been rewritten, so it's very possible that there is a bug that wasn't there before.
Any planet in mind ? (I've fixed a bug this morning but maybe there are others).

(and yes logging out cancel about everything).
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Re: Server Update (22/05)

Postby Ze_PilOt » 22 May 2013, 15:39

When you kill an ACU, you now win an extra 100 credits bonus for each rank of that ACU.

When you win a battle, you now win an extra 50 credits for each rank of that ACU if it's bigger than 1.
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Re: Server Update (22/05)

Postby FunkOff » 22 May 2013, 17:04

Ze_PilOt wrote:When you kill an ACU, you now win an extra 100 credits bonus for each rank of that ACU.

When you win a battle, you now win an extra 50 credits for each rank of that ACU if it's bigger than 1.

I like it!
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