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Auto-Wins: Tweet From Russ


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#61 stevemac

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Posted 31 December 2014 - 09:28 AM

View PostGrynos, on 30 December 2014 - 12:05 PM, said:


Defend your planets, and auto-wins won't happen regardless of population disparity.

Defend your planets successfully have zero net gain on changing the amount of wins on the map. The only way currently to win is to be on defending before an enemy has queued, for a counter-attack, then pray that you keep the population on that planet ahead of the amount of attackers for the rest of the day, oh and do not lose.


This ^^

Yes Davs were dropping on your UNDEFENDED Planet just like you guys did during the day when player pop was low. So if you dont want to defend is we will take it pretty simple. Nothing stopping you from pulling people off your attack to defend

Edited by stevemac, 31 December 2014 - 09:29 AM.


#62 BoloJoe

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Posted 31 December 2014 - 09:54 AM

There Is a valid argument that auto wins are necessary. Defending factions could simply leave planets undefended making it impossible for Attackers to get a match and never losing a point on a planet.

But a major problem is that auto wins with their 10 minutes timer can stack up faster than played matches.

Make auto wins take 30 minutes like a players vs players match. I think this will greatly reduce some of the auto win problems.

This will allow the other Faction more time to form a group to oppose them. Also it will increase the time required to completely control a planet thru auto wins.

Then if groups want to wait 30 minutes to shoot turrets and waste hours to gain control of a planet let them, me I'll rather go to a planet and actually get a match.

PGI, you want an incentive for players to look for active planets and not make it easy for them to auto win undefended ones.

Edited by BoloJoe, 31 December 2014 - 09:56 AM.


#63 Donas

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Posted 31 December 2014 - 10:08 AM

View PostGrynos, on 31 December 2014 - 08:54 AM, said:

Which means a defensive win , constitutes nothing towards changing the percentage but rather just keeps that percentage the same. Once Davions were on the attacking end of Maladar , Liao got stuck on defense, which means a loss from a Liao unit would swing the planet percentage towards Davions side, yet a Defensive win by Liao would only keep it the same. It's like shoveling sand against the tide.


^^^ This mechanic lost Davion a planet to Kurita last night as well. (not boo-hooing, just affirming that it happens). At ceasefire there were 24 pilots attacking and defending, and the planet was at 46% (or something). One match cleared (Kurita winning an attack) and the Planet went to 53% for the attackers. That left 12 pilots attacking and defending in the que. The Davion team won a defense, and the planet stays at 53% and the planet is lost.

Being able to choose between Attacking, Defending, Counter-attacking, and Defending Taken Ground would be a really neat strategic element to this game that would add a LOT to the specific battles for worlds.

#64 Grynos

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Posted 31 December 2014 - 10:39 AM

View PostDonas, on 31 December 2014 - 10:08 AM, said:


^^^ This mechanic lost Davion a planet to Kurita last night as well. (not boo-hooing, just affirming that it happens). At ceasefire there were 24 pilots attacking and defending, and the planet was at 46% (or something). One match cleared (Kurita winning an attack) and the Planet went to 53% for the attackers. That left 12 pilots attacking and defending in the que. The Davion team won a defense, and the planet stays at 53% and the planet is lost.

Being able to choose between Attacking, Defending, Counter-attacking, and Defending Taken Ground would be a really neat strategic element to this game that would add a LOT to the specific battles for worlds.


My solution to this...
Attacking a planet , is always attacking it never gets to be a defense, if you win the attack you gain that territory ( currently the way it is now ), If attacking team loses , you lose a territory ( currently it stays the same ).

Defending a planet. A counter attack occurs when after 10 min timer counts down, if an attacking group appears then It is back to defense. A defender loss and you lose a territory ( the way it is now ) . A defender win and you gain a territory ( currently it prevents but does not change the territory at all ).

Obviously you could not go below zero or above 100%. But this would make it so actual matches have a greater influence. A faction that wins more of their matches, will win that planet. The stockpiling of people onto a planet would not decide who attacks and who defends, it also would not matter who was in queue first. This would also in effect make the ghost drops less of an issue, where a ghost drop win against a defender would equate to a stalemate if the defenders in a real match won.

#65 Mark of Caine

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Posted 31 December 2014 - 11:15 AM

View PostGrynos, on 31 December 2014 - 10:39 AM, said:

My solution to this...
Attacking a planet , is always attacking it never gets to be a defense, if you win the attack you gain that territory ( currently the way it is now ), If attacking team loses , you lose a territory ( currently it stays the same ).

Defending a planet. A counter attack occurs when after 10 min timer counts down, if an attacking group appears then It is back to defense. A defender loss and you lose a territory ( the way it is now ) . A defender win and you gain a territory ( currently it prevents but does not change the territory at all ).

Obviously you could not go below zero or above 100%. But this would make it so actual matches have a greater influence. A faction that wins more of their matches, will win that planet. The stockpiling of people onto a planet would not decide who attacks and who defends, it also would not matter who was in queue first. This would also in effect make the ghost drops less of an issue, where a ghost drop win against a defender would equate to a stalemate if the defenders in a real match won.


This is a good idea, but I would take it even further.

Here is what I would propose:
Queuing up to attack another faction's planet, the attacking faction is on Attack mode, just as it stands now.

Queuing to defend your own faction's planet offers the choice to the defenders; you either choose to Defend a territory to prevent it from falling into enemy hands, OR, you can choose to Counter-Attack to reclaim a territory that has been lost, and thus, FORCE the Attackers to go on the defensive and attempt to hold what they have claimed so far. In other words, the Defenders can choose to hold a blue tile or try to flip a red tile back to blue.

This can lead to a better strategy and coordination between the units in a faction. Depending on the current number of attacker wins on a planet, the faction as a whole can coordinate who could defend while who could counter-attack to maybe increase their odds of success depending on a given unit's ability.

As for PUG groups, well I'm no expert at this, or know if this would be feasible, but a puglite could queue for either Defend or Counter-Attack, and after a given amount of time, say [5] minutes as an example, if no match is built for that choice, and another match could use more people, the MM can pool the few in one pool, and add them to the other to get a match going. As long as the majority of solo players and small groups are aware this can happen, I think most players would accept it.

#66 BoloJoe

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Posted 01 January 2015 - 09:52 PM

Another tale of auto win woe from the Liao/Davion front.

One hour before ceasefire the Liao planet of Warlock was at 43% when 2 groups (24 players) of Davions attack against 0 defenders. I queue up and it takes about 4-5 minutes for a 12-man of Liao players to form up.

Match is a Defense and ends in a victory for Liao. And guess what... the planet is now at 60%.

Queue up again and get the same group. Its another Defense against the same Davion team we just played.

This match ends in another Liao victory. The planet is now at 66% when the ceasefire goes into effect and is lost.

No one can tell me that auto wins are not having an effect.

I'll say it again - auto wins have to be at least 30 minutes, the same as a played match.

I also like the suggestion made above. Let the Defenders choose whether to Defend or Counter-Attack.
Once a 12-man is formed let the players (in chat) decide the mode and the drop leader selects it. If no selection is made by the time a match is ready to start let the default be Defense.

Two Liao Counter-Attack victories might have been able to save Warlock (at the very least it would have forced the commitment of more Davions to get the auto win victory).

Edited by BoloJoe, 02 January 2015 - 07:01 AM.


#67 Driftwoood

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Posted 01 January 2015 - 11:37 PM

View Poststevemac, on 31 December 2014 - 09:28 AM, said:


This ^^

Yes Davs were dropping on your UNDEFENDED Planet just like you guys did during the day when player pop was low. So if you dont want to defend is we will take it pretty simple. Nothing stopping you from pulling people off your attack to defend


Don't have the players to fight on two planets... if we split between the two, we would simply lose both to ghost drops... duh...

Edited by Driftwoood, 01 January 2015 - 11:37 PM.


#68 AlmightyAeng

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Posted 02 January 2015 - 07:38 AM

If only there was a tool INSIDE the game to communicate to your faction forces and call for help...





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