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Author Message
Dwarf Electrician

External


Since: Mar 09, 2005
Posts: 15



(Msg. 1) Posted: Mon May 22, 2006 10:03 am
Post subject: ABM suggestion
Archived from groups: rec>games>empire (more info?)

So I find myself mucking around Pat's latest version of hell over the
weekend, and when I have a chance to login I get all these "You have no
capital" messages.

Well, earlier in the setup the Deity had a typo and wiped all the caps,
but this was different.

A player that had been neutral in both directions nuked my cap (so the
deity was playing to test some things, no big deal Wink and that was that.
In fact there was a message (no ABMS launched to intercept [just sitting
there of the f***ing launchpad], or something close to, memory is failing).

Anyway, I got to thinking, empire lesson learned, when in doubt go
hostile to everyone, but wait, that doesn't make any sense.

In RL, any missile coming in , if detected , would be targeted by ABM's.
Noone is going to read the manufacturer or senders label to see if it
came from foe (intentional) or friend (unintentional). A missle coming
inbound is a problem. (RL and EMpire)

I suggest a change that allows abms to react to any threat. What if a
player mistypes a coordinate? Just cause we are friends doesn't mean
that we are stupid about an icbm, most likely with a warhead.

DE

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Mr. Ed

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Since: Mar 27, 2005
Posts: 29



(Msg. 2) Posted: Mon May 22, 2006 10:03 am
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Dwarf Electrician" <may_I_see_your_passport_please.RemoveThis@nospamyahoo.com> wrote:
> So I find myself mucking around Pat's latest version of hell over the
> weekend, and when I have a chance to login I get all these "You have no
> capital" messages.

[...]

> I suggest a change that allows abms to react to any threat. What if a

Actually I would suggest an easier "fix" - redo nation relations.

New Old
------------------
Allied = Allied
Neutral = Hostile
Hostile = At War
At War = At War + a Giant FU

Seriously, what passes for "Neutral" should be hostile. You try and map
me, sail a fleet to my shore or launch a missile and my auto-defenses
will react. How much fodder has been undermined by the initial pre-auto-
hostile overflight mapping endeavor? How many sneak invasions are planned
with the notion of grabbing a harbor before auto-defenses kick in? This
is just silly.

There's too much stigma associated with the global "hostile" declaration
at a beginning or middle of a game. Just make the default "Neutral"
start for everyone have the "Hostile" characteristics.

Mr. Ed

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Akorps

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Since: Mar 20, 2005
Posts: 83



(Msg. 3) Posted: Mon May 22, 2006 3:32 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

ABMs are too weak currently, they ought to be made stronger until we
find the right balance
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Akorps

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Since: Mar 20, 2005
Posts: 83



(Msg. 4) Posted: Mon May 22, 2006 3:34 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

also, stealth planes take too much flak currently, which is pretty
ridiculous
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Tom Johnson

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Since: Feb 02, 2006
Posts: 26



(Msg. 5) Posted: Mon May 22, 2006 3:36 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Mr. Ed" <resvonXXX RemoveThis @XXXyahoo.com> wrote in message
news:4471dfa6$0$9441$c3e8da3@news.astraweb.com...
>
> "Dwarf Electrician" <may_I_see_your_passport_please RemoveThis @nospamyahoo.com>
> wrote:
>> So I find myself mucking around Pat's latest version of hell over the
>> weekend, and when I have a chance to login I get all these "You have no
>> capital" messages.
>
> [...]
>
>> I suggest a change that allows abms to react to any threat. What if a
>
> Actually I would suggest an easier "fix" - redo nation relations.
>
> New Old
> ------------------
> Allied = Allied
> Neutral = Hostile
> Hostile = At War
> At War = At War + a Giant FU
>
> Seriously, what passes for "Neutral" should be hostile. You try and map
> me, sail a fleet to my shore or launch a missile and my auto-defenses
> will react. How much fodder has been undermined by the initial pre-auto-
> hostile overflight mapping endeavor? How many sneak invasions are planned
> with the notion of grabbing a harbor before auto-defenses kick in? This
> is just silly.
>
> There's too much stigma associated with the global "hostile" declaration
> at a beginning or middle of a game. Just make the default "Neutral"
> start for everyone have the "Hostile" characteristics.
>
> Mr. Ed
>
>
>

Your idea has merit. However, it will have a major impact
on game balance in favor of defense.

Tom
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Markus Armbruster

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Since: Nov 18, 2004
Posts: 243



(Msg. 6) Posted: Mon May 22, 2006 10:08 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Imported from groups: per prev. post (more info?)

This message is not archived
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Mr. Ed

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Since: Mar 27, 2005
Posts: 29



(Msg. 7) Posted: Mon May 22, 2006 10:08 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Markus Armbruster" <armbru.TakeThisOut@pond.sub.org> wrote in message
> "Mr. Ed" <resvonXXX.TakeThisOut@XXXyahoo.com> writes:
>
>> "Dwarf Electrician" <may_I_see_your_passport_please.TakeThisOut@nospamyahoo.com>
>> wrote:
>>> So I find myself mucking around Pat's latest version of hell over the
>>> weekend, and when I have a chance to login I get all these "You have no
>>> capital" messages.
>>
>> [...]
>>
>>> I suggest a change that allows abms to react to any threat. What if a
>>
>> Actually I would suggest an easier "fix" - redo nation relations.
>>
> Why not just make the initial relations hostile? That leaves neutral
> relations available for those who want them. It's also much less
> coding Smile

That's essentially what I was alluding to. The starting relations
need to have the characteristics of hostile. But hostile sounds
so... hostile. Wink Thus the suggestion to simply change
the names.

Mr. Ed
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Markus Armbruster

External


Since: Nov 18, 2004
Posts: 243



(Msg. 8) Posted: Mon May 22, 2006 10:22 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Imported from groups: per prev. post (more info?)

This message is not archived
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Akorps

External


Since: Mar 20, 2005
Posts: 83



(Msg. 9) Posted: Mon May 22, 2006 11:27 pm
Post subject: Re: ABM suggestion [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

ABMs probably ought to intercept anything coming at you that might do
serious damage, regardless of relations ("you don't really know who
owns that missile headed at your capitol" in other words), at least
until it gets playtested and a better scheme gets figured out.
Currently ABMs are mostly useless, as the info file says ("ABMs are
mostly fantasy" according to the info file)

Also their hit chance should be increased until there is a better
balance between missile offense and ABM defense

Similar with stealth planes, the stealth factor ought to be around 99%
so only the "Golden BB" can hit them with flak
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