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Author Topic: Diminishing Counters - SO Wars / Full assault  (Read 30310 times)
SirEmi
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« on: February 13, 2008, 03:27:55 PM »

SO WARS / Full assault SO Main

- Counter-attacks are less damaging, every failed counter decreases 6 hours from remaining counter time
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« Reply #1 on: February 13, 2008, 03:36:26 PM »

Does warping your enemy count as a failed counter?
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SirEmi
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« Reply #2 on: February 13, 2008, 03:59:38 PM »

Does warping your enemy count as a failed counter?

No, but it may be possible to do it if necesary...
« Last Edit: February 13, 2008, 04:21:58 PM by SirEmi » Report to moderator   Logged

Amagnon
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« Reply #3 on: February 13, 2008, 04:59:05 PM »

PLease include warps as failed counters.

The main issue is your opponent can powerup with cheap swarmers to 1,000 times your fleetpower and just crush you on the counter - if warps arent counted as failed attacks then it doesnt change anything - theres around 70% chance to land a counter off one days turns even when your opponent has 95% warp chance - but most players save turns or turn items for counters. 

Its just too risky to attack when the counter is so strong.
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« Reply #4 on: February 13, 2008, 06:01:46 PM »

no
warps as failed counters would ruin the game completely.
amagnon, u have an 80% warp chance for me... im 2/3s of ur power.
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« Reply #5 on: February 13, 2008, 07:09:52 PM »

perhaps compromise on warps = diminishing counters but to a lesser degree? say maybe 1 - 3 hours vs 6?
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« Reply #6 on: February 13, 2008, 07:16:47 PM »

ya 3 hours sounds good
but this is already in play so im not sure if we can change it easily now.

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SirEmi
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« Reply #7 on: February 13, 2008, 07:45:34 PM »

ya 3 hours sounds good
but this is already in play so im not sure if we can change it easily now.



or 8 hours or 12 hours diminishing and warps don't diminish the counter?
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« Reply #8 on: February 13, 2008, 08:40:16 PM »

12 hours is way too much
i think 6 hours is good ftm. but there is no way that warps should diminish the counters. on the wars server, warp dirsuptors have greatly fallen behind warp stabilizers. i see people above me that have an 80% chance of warp. if they attacked me, i would basically have no chance of successfully countering them
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« Reply #9 on: February 13, 2008, 10:40:05 PM »

of course if they happen to hit you within 6 hours of your logging out when you come back next day you have no chance at counter
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« Reply #10 on: February 14, 2008, 01:26:44 AM »


Unless something was taken or destroyed then I do not think the Counter should be adjusted.
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« Reply #11 on: February 14, 2008, 02:09:43 AM »

If warps dont contibute as failures then nothing has really changed - the whole problem is that players can powerup to 1,000 times your fleetpower and wait for the warp to fail off the 5%.

In effect the current counter system means your target cannot warp - thats the central problem.
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SirEmi
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« Reply #12 on: February 14, 2008, 10:17:45 AM »

If warps dont contibute as failures then nothing has really changed - the whole problem is that players can powerup to 1,000 times your fleetpower and wait for the warp to fail off the 5%.

In effect the current counter system means your target cannot warp - thats the central problem.

Hm, what about a new range 1% - 99% warp evasion instead of the 5% - 95%?
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« Reply #13 on: February 14, 2008, 10:18:04 AM »

[and if they do change it you can do it the other way around. power up to hit some 1 high ranking then drop down to little power so you cant get countered.

so no i dont think warping should count as a -6hours on attack since not every 1 plays this 24/7 you might log on and have 30min left on your counter then he warps and you lose your counter.
« Last Edit: February 14, 2008, 10:24:59 AM by SlayerX » Report to moderator   Logged
SirEmi
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« Reply #14 on: February 14, 2008, 10:28:27 AM »

Or the warp chance could be based on wealth instead of fleet power.
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