Updated on 03-22
Summary about the protection of weaker user
Topics:
- General information
- Noob protection
- Ranking
- Resource hideouts
- Escape of fleets
General information:
- for now, the new version will be applied in new universes, in older ones maybe later, but modified
- all new features have to be tested, subjects can be changed (of course we are open for suggestions for improvements)
Noob protection:
- the new noob protection should be a permanent protection for weaker users
- the present noob protection will be disposed completely and displaced by the permanent protection
- there is no limit according to points and time
- there is a permanent protection within the ration 1:10 of the overall points
- in addition you can attack the next 100 ranks within our new military ranking at any time
- beyond the range stronger players are not able to attack weaker players
- a weak player is always able to attack a stronger one; if this one is too strong for oneself, the weaker player will lose the protection for seven days (this cannot be disabled, for moon shots e.g.)
- moreover the protection disappears after seven days of inactivity (until the next login)
Do I have to comply with both requirements to attack a player?
No, only one requirement has to complied with. That is why we think that there are still enough targets for a player.
Is it possible to make an ACS attack with a weak player on a weak player, who you could not attack without ACS?
At the moment, all players have to comply with the requirement (either 10% of the points or within the 100 ranks).
Isn't the ratio 5:1 overvalued for universes, which are already online?
As a start it will only be put into new universes and there looked at continuously. If we activate it for old universes, for sure we will be able to change the balancing. Occasionally, the targets have to be simply more profitable as the daily farming-attacks. Also middle-ranking players have not to lose everything.
We also think about rewarding attacks on analogically strong or stronger players in addition. But this will come later. For sure with that you can motivate a few people, despite those profound changes.
Ranking
- the military ranking includes the used resources for combat ships and percentally the costs of civil ships, defensive structures (also interplanetary and anti-ballistic missiles), the phalanx and the jump gate
- the ranking will be sub-divided in:
- used resource points
- destroyed resource points (incl. destroyed moons)
- lost resource points
- the real strength can be compared better
The fleet ranking will completely be displaced by the military ranking with its three sub items.
Which function does the grey ranking button between points and research have?
That is the economy ranking. That ranking includes nearly every building and 50% of the civil ships (cargos, recyclers, etc.).
Don't you think that the military ranking divulges too much information about the account?
No, because it will not be so easy to analyze an account by looking at the military ranking. It will show more details as before, because we do not want anymore that players hide their fleets, but in some rankings only 50% of the civil ships, defensive structures, etc. are counted. Thus you cannot just look up the ranking and know everything about the account.
Which background do the military ranking and the ratio 1:10 have?
The background is to make combats "fair". By the balance of power provides, no too different players "have to" fight against each other, so it is also an protection mechanism. Besides there will be new features in future to make equal combats more attractive. We need requirements for that.
Resource hideouts:
- three more buildings are added (for metal, crystal and deuterium)
- the hiding of resources goes on automatically
- the hideouts, as well as the hided resources will not be shown in the espionage report
How much will the resource hideouts can store?
The capacity depends on the production per hour. Thereby the hideouts in speed universes store more (there you have a higher production per hour, hence more resources, which you have to protect).
Current requirement: silo level 2
Formula:
capacity metal hideout = (production of the current mine level per hour analog to the hideout) x 20
capacity crystal hideout = (production of the current mine level per hour analog to the hideout) x 30
capacity deuterium hideout = (production of the current mine level per hour analog to the hideout) x 40
Explanation: If you have a hideout on level 3, the production of the relative mine with level 3 (regarless of wich level it is) is multiplied with the particular factor.
Will it be possible to hide huge resource amounts for a top player?
The resource hideouts are designed for new players, therefore we are reflecting on a limit. Either we will limit the upgrade levels or the costs will rise very fast to
avoid that top-players are able to hide many resources.
Will fields be required for the hideouts?
At the moment fields are required. Although we currently want to change something relating the terraformer, we think that many top-players will not use the hideouts, because they need to much space on the planets.
Escape of fleets:
- the fleet has the possibility to escape, if there is an attack of a superior antagonist
- the defending fleet is able to escape, if the relative strength of the current fighting ships reach the range of 5:1
- ACS attacks and ACS defends will be valued together
- defensive structures will not be valued, civil ships percentally, espionage probes not at all
- the escape goes on automatically, but it burns up deuterium (per ship the consumption of 30 minutes holding time)
- fleets just escape completely, if there is not enough deuterium, no single shipcan escape
- deathstars, solar satellites, espionage probes and holding fleets are not able to escape
- the automatically escape can be deactivated, e.g. for moon shots
- resources will not be saved
- the admiral will offer the option to escape in case of a lower superiority. These values are given by us and it will not allow to escape in case of very small attacks.
Is there a random factor, which affects whether the fleet escapes or not?
If you have enough deuterium and the escape is activated, the fleet will escape (besides deathstars, espionage probes, etc.). You can use the requirement of deuterium and attack a player as often as possible, until he does not have enough deuterium anymore to attack the whole fleet thereafter (to make that strategy possible, we are considering a change of the bashing rules)
We do not know if we have to change the ratio 5:1 (we are waiting for the results of the public test server)
When does the fleet escape?
The fleet escapes as soon as the attacking fleet achieves the planet. The power of the attacking and the defending fleet will be calculated at the beginning of a combat and the defending fleet will disappear after that, if the ratio of 5:1 is reached (the fleet will not fly anywhere, it will only burn up the deuterium of a 30-minute holding time and will not be part of the fight). After the battle the fleet is immediately back on the planet.
Shall the escape of the fleet be innovated to replace saving?
However, you have to save your fleet as usual, because you also can be attacked within the ratio 5:1, than no fleet will escape and so you can lose it completey, and you always have to keep in mind that the attacker can play on the requirement of the deuterium and attack as often as possible until there is no deuterium left, and after that he can attack the whole fleet.
We just do not want the fleets completely destroyed, because the complete damage is one of the main reasons why players stop playing (because of that we have to react and to make it more difficult to destroy a fleet of an enemy with just one single attack)
Why does the fleet escape without the deathstar?
Deathstars are slow, therefore it is just not possible to start their engines fast enough to escape an attack. Besides so it is possible to return not barehanded despite an escaping fleet. Furthermore you can eliminate a highly used help for bunkers that way.
What is with the bunkers? There you have to fly with more from the outset, the escape is already pre-programed.
Especially relating to the big bunkers we have to look at the balancing, certainly they are by now completely disturbing the balancing. We will not get it off so easily, unless it puts good ideas in our heads, resp. such will be suggested.
But back to the fight against bunkers, they are often protected by RIPs and those also cannot escape. Of course, in a combat the DF of other ships is missing, insofar you cannot meet the ratio, but it is actually "easier" to bomb the bunker down, because it is protected by less ships. There it depends on what you want to gain.
The ratio of 5:1 can be advanced by the admiral. Can I see that in the espionage report?
At the moment you cannot see it anywhere, and as soon as you buy the admiral, you can switch to the other ratio. There we can think about a notice, again, but so the usage will be seen in public, and that is actually not the sense.
*That summary is not ultimate, there will be changes depending on postings in the .de-board and PNs by WTH*