Reinforcements.

Re: Reinforcements.

Postby Anaryl » 22 May 2013, 06:56

Zep, just an idea, if/when you put this into Alpha, can you give us more to spend, rather than less - just makes testing life a bit easier.

Cheer.
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Re: Reinforcements.

Postby Lu_Xun_17 » 22 May 2013, 09:05

Good idea to be able to cancel fogofwar if you pay for it.
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Re: Reinforcements.

Postby McGeifer » 22 May 2013, 09:18

I think its a really great idea what Zep is planning. Sure there will be much work to do to balance such kind of features but for me it sounds really awesome :mrgreen: ....

If I think about it ... you can spare a lot of GW money to get a chance against a much higher ranked player if you attack a planet or defend it.


@ ZeP

Is there any plan about a counter or something for a defending mission, so that a attacking player has only xx minutes to get a win by destroying building XX? For example a satellite witch gets activated at minute 40.

Only a "little" idea but maybe a really funny game mode.

hope my English is not to bad :)
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Re: Reinforcements.

Postby Ze_PilOt » 22 May 2013, 10:06

McGeifer wrote:If I think about it ... you can spare a lot of GW money to get a chance against a much higher ranked player if you attack a planet or defend it.


That's the idea. Knowing that when attacking, you can't really plan who you are fighting against :)
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Re: Reinforcements.

Postby Ze_PilOt » 22 May 2013, 10:07

McGeifer wrote:Is there any plan about a counter or something for a defending mission, so that a attacking player has only xx minutes to get a win by destroying building XX? For example a satellite witch gets activated at minute 40.


Yes.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Reinforcements.

Postby Dav_ » 22 May 2013, 12:55

Ze_PilOt wrote:One of the main idea of GW is that you can pay to get more in game.

Periodic reinforcements.
Depending of your rank, you can ask some units to be dropped in your base every X minutes.
The type of unit and the periodicity of reinforcements depend of how much you've paid.

Starting with some stuff.

The other option is that you start with something next to your ACU.
That something is probably "huge", but require some time to activate.




Really nice idea!
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Re: Reinforcements.

Postby Hascins » 22 May 2013, 15:13

what do you think about this: if you rank up in gw you have to pay more for additional features...i guess most of the pro players want to show that they are pro and rank up fast (maybe you could give some more incentives)....low ranked players would have the chance to get the same features for a lower price and therefore get a better chance to win against pros.
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Re: Reinforcements.

Postby FunkOff » 22 May 2013, 17:07

Hascins wrote:what do you think about this: if you rank up in gw you have to pay more for additional features...i guess most of the pro players want to show that they are pro and rank up fast (maybe you could give some more incentives)....low ranked players would have the chance to get the same features for a lower price and therefore get a better chance to win against pros.


No. This is what credits are for. You earn more to kill a high ranked player, so that validates higher invesment to win. Also, you can expect good players to ave low ranks often due to death.
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Re: Reinforcements.

Postby Ze_PilOt » 22 May 2013, 17:12

A new player can flee as easy as anyone :)

As long as you are careful enough to recall, you will rank up.
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Re: Reinforcements.

Postby FunkOff » 22 May 2013, 17:17

Ze_PilOt wrote:A new player can flee as easy as anyone :)

As long as you are careful enough to recall, you will rank up.


Well... not necessarily. You need to defend and win to make rank. You cannot attack and lose, and you definitely cannot die anywhere.
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