Forum - Space Odyssey MMORPG - a massive free online space game

Feedback Terminal => Suggestions => Topic started by: Seither on July 24, 2006, 01:56:03 AM



Title: Counters MUST be fixed
Post by: Seither on July 24, 2006, 01:56:03 AM
It's been said over and over again Sir Emi, and now I'm DEMANDING it. I'm sick of going to counter someone and being told they are too small or too big to be countered. If they attacked me, i want to be able to hit them back NO MATTER WHAT! Too many people now are using the hit and run tactics of hitting then dropping or climbing too high in power and the rankings for you to hit them no matter what. I tried to counter a guy who hit me when I was zeroed with a ship with 2 fleet power, guess what. It said he was too small and ran away. This topic has been brought up multiple times, and everyone agrees, counters must be able to hit anyone, no matter what. They can go through a truce, why not be able to hit anyone that hits you. If they attacked you, they deserve to get hit back with your full force. I'm getting really sick of it, change it, please.


Title: Re: Counters MUST be fixed
Post by: Crazy Man on July 24, 2006, 12:38:00 PM
you have my vote on this one ...i hate when that happens  :ranting2:


Title: Re: Counters MUST be fixed
Post by: Hellsword on July 25, 2006, 04:47:58 PM
It's been said over and over again Sir Emi, and now I'm DEMANDING it. I'm sick of going to counter someone and being told they are too small or too big to be countered. If they attacked me, i want to be able to hit them back NO MATTER WHAT!


you cna hit sm1 if they are above oyu and oyu have a counter on them no matter what :P

and monkey no this is a very bad idea, if oyu cna counter som1 for many power, you could 0 most of the top 50 by going down low and reserving evrything, lettign them hti oyu, and jumping up to kil evry1... no a better idea would be simply to make countering like a bounty, only thing counting is the opposing fleet power, were oy ucna have a fleet power of 2x theres, and as a safe gaurd agaisnt people havign 0 ships to avoid counters if htey are 0ed let them be countered form any power, since they cant defend themselves no matter what.also perhaps a lower limit, like 1mil power so they cant just build 1 decoy.


edit: perhaps just make it so your base power doesnt count while countering, only ur fleet does


Title: Re: Counters MUST be fixed
Post by: ars68 on July 25, 2006, 05:10:56 PM
ya, people are to freely abusing the counter system, and it has been said before, even by me.

if you go attack someone, IT IS YOUR FAULT IF THEY HIT BACK, no one else's.  but right now it is to easy to attack with NO RETALIATION possible at all, which is just wrong, no matter what way you look at it.  if they hit a bunch of people, and then get 0'd by someone else, IT WAS THEIR FAULT FOR HITTING SO MANY PEOPLE.  It's like Doom jumping his power up 10x it's original amount, hitting everyone in range badly, maybe even 100 attacks total, then 1 person uses a single counter and all the rest become null and void because of power restrictions.  if the person attacks 100 times, and proceed to get pummeled, past damage protection, it isn't a sign of a defective counter system, it means they should have picked their fights better.

and all arguments about them being protected by damage protection should not stop, falls apart pretty quick when you figure in PEOPLE CAN LOSE THEIR FLEETS IN NEBS ANYWAY, due to bounties.  In a way, bounties now have a bigger range to hit people then even counters do!


Title: Re: Counters MUST be fixed
Post by: Seither on July 25, 2006, 10:24:46 PM
No you can't Hellsword, i tried a while ago and was informed that my target was too big and my fleets ran away. And if they attack you, oh well, they deserve to get hit period. even if you do what they are now, it's no worse then what they do now, which is probably worse because they are hitting you and getting away with it scott free.


Title: Re: Counters MUST be fixed
Post by: Hellsword on July 26, 2006, 02:19:42 AM
i know, but 2x their fleet and resource power with just your fleet power would be more then enoguh to do some dmg monkey :), instead of building 10bil worth of swarmers and going ot way higher then them and killg a 15bi lship of theirs easily...


Title: Re: Counters MUST be fixed
Post by: FTP on July 26, 2006, 07:55:19 AM
Well imagen I have 1 trill credits on hand
Few segments
And a ncie fleet.

I ahve 2 bill total power (500mill fleet)

I get attacked by player Fropmelop I get zeroed and have 1,5 bill power left.

Fropmelop thinks he's save and goes to 750 mill power so he knows I cant hit him.

I build up my little fleet again and cant attack him. That aint fair.

Then I would rather like to see I use my 1 trill buy ships Fropmelop couldnt even dream of and punch him back into his own doom.

If he attacked me in the first place I should be able to hit him back with any power. HE ATTACKED ME SO IT WAS HIS CHOICE.


Title: Re: Counters MUST be fixed
Post by: Seither on July 27, 2006, 01:16:03 AM
yes, exactly my point FTP, thank you for putting it as plain as can be. It is becoming a serious problem now, 9/10 counters are unusable because people do the ranking drop/climb.


Title: Re: Counters MUST be fixed
Post by: Lammalord on July 27, 2006, 04:47:50 PM
unfair unfair unfair, hate when people do this hideing thing, its just about as bad as when people used to use more than 10 fleets to get power like Ronald, making it impossible to hit him


Title: Re: Counters MUST be fixed
Post by: bigbroni on July 28, 2006, 03:46:04 AM
well that hiding low after a attack is really a problem. - I would even say that nearly all my counters have turned useless since ppl just reserve thier fleets and hide low. - ppl like FTP, Lamma, Hellsword and me who have huge Motherships (MS) are atm just sitting ducks - our MS provide more fleetpower (FP) than most other players have.

- E.g. someone with a 7k segs MS jumps up and attacks someone with 200k segs MS - at the attack the FPs are equal, after winning the attack the attacker gains (what was it at max 5%?) segs - the invader gets to a 17k MS the attacked lost accordingly - than the attacker reserves most his fleets and hides for like 24h - he is simply out of range.

- Close to last dday I used a ton of cash in small ships to get a single person who did that to me - I "wasted" like 500 bills just to force my private revange and when I was close to sucseed that person came on, bought his p-ships new and I was again where I started. - (guys I tell u that sucked lol)

In my opinion a counter should be a counter no matter what the difference is within 24h - personally I started a list of ppl who did that to me - at least a dday I have a nice collection of targets.

As said before "Doom's" jump ups are best e.g. for this tactic (luckly he was not able to jump to the top ...) but I was on during one of these raid-tours - so I saw howmany dmg he did to others and after all he hided down with 0 ships and was not nebeled (I brought a alt close into range to c him ...) - Some of the attacked ppl indeed liked being nebeled by him most did want to revange for thier looses but they couldn t because he was so small ... -

If someone thinks he needs to attack 1, 2 or 100 ppl - that person must live with the consequences - so simple in my opinion.

w/r bb


Title: Re: Counters MUST be fixed
Post by: Seither on August 05, 2006, 03:22:44 PM
I see Sir emi has yet to respond to us... this is highly infuriating.


Title: Re: Counters MUST be fixed
Post by: Soppe on August 05, 2006, 03:45:51 PM
why dont u just drop the whole reserve ships thing. problem fixed  L:)


Title: Re: Counters MUST be fixed
Post by: Seither on August 05, 2006, 04:01:24 PM
no, that is a good thing for those who use it correctly. it allows us to save our mission ships without risking losing them.


Title: Re: Counters MUST be fixed
Post by: Soppe on August 05, 2006, 04:09:45 PM
Then make a rule that makes one unable to put a ship used in attacks against other players, into reserves for a certain ammount of time, like an hour or something. makes the whole thing more risky for attackers who tends to sink drasticly in power once theyr done attacking =)


Title: Re: Counters MUST be fixed
Post by: ars68 on August 05, 2006, 11:42:48 PM
lol, using ships in an attack tags that counter with those ships, and when the counter is used, those ships are used with the counter, including any others.  this goes on the whole counter long.  lol, that would REALLY give people a 2nd though about freely attacking every person in sight.


Title: Re: Counters MUST be fixed
Post by: bigbroni on August 07, 2006, 07:14:42 AM
hum I think it doesn t since only best 10 fleets are used in battle ... - u put out some p-ships (like 10 fleets of them e.g.) and ur mission ships or attackships are save for that counter. - it would only work for ppl trying to hide low - in case of powering up it doesn t works.

- If it would add the attacking fleets to the 10 defensive fleets it would be unfair for the person using a counter and replacing fleets would turn all tactics useless ...

w/r bb


Title: Re: Counters MUST be fixed
Post by: Soppe on August 07, 2006, 07:29:18 AM
then dont let it count for counters. simple  L:)


Title: Re: Counters MUST be fixed
Post by: ars68 on August 07, 2006, 08:39:46 PM
if they are putting up pships there, then they will get knocked down by scouts in that counter, since you can scout indefintely it still seems with a single counter.  that alone would be reason enough for people to think twice.  but it does no good when you can't REACH them (being able to reach them of course being the whole point of this topic)


Title: Re: Counters MUST be fixed
Post by: charmuska on August 12, 2006, 06:45:27 AM
Yes, many bugs exist with counters.  I have held off posting here, hoping the problem would go away (read: e fixes it).  But I feel now I must add in that counters are in need of improvements.

Improvements needed:
No hit-and-run (or limited ability).  This means an attack, then loss/reserving of ships to below a hittable range still gives the person a counter they can use (not just hypothetically...ACTUALLY use).
Whether this means a full-force counter-attack, tagging the ships used in an attack for use in a counter (and for a way to keep it within the 10-fleet rule...if there are 10 fleets stronger than these, replace the last fleet with the fleets used to make the counter...the problem with doing this is...what if there's more than one counter, with different ships used?  This method may not be very feasible, as I am beginning to have troubles with all of the possible cases), being unable to reserve a ship used in an attack for the duration of all counters it was involved in creating, basing the power you can use in a counter off of the enemy's fleet power, or whatever, hit-and-run is an unfair tactic that deserves to be eliminated, because it gives an attack without repurcussion.

No infinite scouting to use a counter.  Either make a scouting on someone use a counter every time, or use a counter only when a fleet is engaged in battle.  Either way, scouting someone to death seems in itself an odd concept.

Scout attacks provide a counter.  When someone destroys your ships with a scout attack, that means two things.  One, you had really weak ships.  Two, someone just got a free shot on you, with no fear of a counter.  I have seen this tactic used many times, to scout someone, without having to worry about consequences (except for the enemy's anger towards you).  See above comment regarding scouting to death.

And while it doesn't necessarily belong strictly in counters, I agree with Lamma about the more than 10 fleets.  Either don't count the unused ships in calculating the power rating, or allow attacks based solely on what the power rating is listed to be.