I think when you lose a sector you should not be able to attack it again for 24 hours. Anyone else in your faction is allowed though to attack it and you are also free to attack any other available sectors. I always feel a bit weird after losing a sector that I can re-attack it straightaway. It sort of devalues my opponent's win and acheivement. How does everyone think and feel about this?
I must admit that occurred to me also Pete. You defend it and immediately it is attacked again. Yes, I think it is only fair and gives credit to the person that has defended that sector that the attacker who has failed to take it is penalised by not being able to take it for at least 24 hours if not longer. It brings in a more tactical element to it yet does not complicate it, as the rule is straightforward.
Hi Xeno, thanks for your input. I think the small 24 hours / 1 day penalty is a good place to start. I would hate the campaign as whole to slow down or get bogged down. Though a trial/test is the best way to find that out with player feedback. I also think the idea would work well with the extra units we have available now. The extra units means we have the freedom obviously to play more games, attack more sectors but the 24 hour restriction adds a subtle counter measure.
I agree that there should be a restriction on attacking a sector that you just failed to win, seems reasonable for the reasons you've already given
Posted by Henry's Cat 8 years ago [Login to reply]
Hi Steve, Could you consider implementing the sector idea above please? Some time has passed and the issue has risen again because people are getting fed up of either winning a sector or defending it and the losing opponent can attack the sector within seconds of losing the game. I am doing it too and it feels wrong. The old freezing a losing player from all new attacks was too harsh but if you could just have it operating on the sector that has been defended or won that would be great. So to bd clear the losing opponent only can't attack that sector but is free to attack new ones. The only other thing is I originally suggested a 24 hour penalty. As you are more likely to use the 1 day penalty I would opt for a 2 day penalty. The reason for that is the players winning /losing in the evening would only experience the penalty until midnight. With the 2 day penalty, at least 24 hours plus would still have the desired effect. Would this be to difficult to set up?
Hi, this sounds like a good idea to me, it gets my vote.
Posted by Henry's Cat 8 years ago [Login to reply]
Gets my full support Pete. The game has been chaotic at present. Like you I don't like needless rules and restrictions but at the same time you do need some rules to make a game fair and properly structured. At present you can attack any sector and lose and then, oh never mind, immediately attack again. That seems flawed. If you take the sector you gain it, but if you fail to take it there is no penalty, you just simply attack again. That's inconsistent.
Interesting point. I will need to think on that a bit. My intial response is it should be just as you say only the losing opponent that is frozen from attacking the sector again, not the other faction members. (The losing opponent can still attack other new sectors). How this plays out in practice we would to need to test in real conditions. If Steve is willing to set this up the best thing is to see the effect it has.
Anither aspect of this sector issue has come to light. The campaign gets bogged down when a losing player attacks a key sector instantly and repeatedly. It might just be me but about halfway through the campaign the experience is like wading through treacle. We need this sector issue resolved.
To make my last posting clearer there is a sector I would like to attack for weeks now but the losing player attacks the sector instantly so the chance so other player's do not get a chance to attack. The only way is to attack adjacent sectors but the same practice is being done there too. This is what is slowing the campaign down to treacle crawling progress. Eventually I will carve my path through this mess of sector madness and win but it is not fun nor intelligent strategy. More like banging my head against a wall until something gives. When we lose a sector we should be stopped from attacking said sector for 2 days.
I agree that a losing attacker needs to be frozen from making a fresh attack on the same sector, a 2 day freeze seems reasonable so that the defender gains some advantage from their successful defense.
Posted by Henry's Cat 8 years ago [Login to reply]
Hi Peter, sorry about the delay in replying to all your good points, I've been meaning to reply sooner but never got round to it. I'm looking at the best way to implement your suggestion, which is as good suggestion. It will just take a bit of time to add it.
Hi Steve, That would be great. I appreciate it might difficult or time consuming to integrate into the game. I think next Campaign we need to sort out the missions a bit. Probably better to have more smaller missions Outhouses, Hideout and Assassin Tunnels, Sterner's House, Assassinate and slightly less of the bigger missions. In fact we could do with a couple of new small outhouse/ Assassins style missions for the campaign. Maybe some mission tweaks creating new variants?
I agree on that one as it is a great mission. It is a large manned one but it could replace the less popular Stardive, denunciation or moonbase assault.
Good news everyone. It turns out it won't be that hard to implement a two-day rule against a specific player for a specific sector. The code was already there, just not for a specific sector. I'll message against when the server has been updated.
Okay, the server has now been updated. No-one should be able to re-attack a sector for 2 days after they've been defeated. Let me know if this is okay, or if there's any problems.
Brilliant news Steve and many thanks! That was a bit of luck with the code. We do appreciate that the programming side can run into a lot of work. Cheers!
First experience seems to be working ok. I lost Sigma 7 against FoN and the cannot attack message is there. I am free to attack the other sectors and it feels good. Pretty cool.
In fact I was hoping that would be the case as another member of the faction could just as easily attack straight away again, so wouldn't be a great deal of change.
For me I would have prefered just the player who lost being 2 days suspended. Though Xeno might be right. I think testing it for a while is the only way to see how it works.
Just wondering about something. If you fail to defend a sector and it's taken over, can you still attack to retake it immediately or with you also have to wait two days?
That's odd! It was saying I couldn't attack it earlier. Just had another look at the board and it was saying the same thing. I then chose to attack another sector only for the board to then say I could attack Peter's failed attack on Sigma 7.
Also it was saying I couldn't attack and then that I could with regards to the Sterner's Revenge sector that AO had lost. So looks very much like it is just for the player. Not sure how much difference it's going to make though as I've just reattacked them almost immediately after they had been both lost.
I see your point Xeno about how much of a change or difference it actually makes. I think the positive is that the same player can not attack the lost sector seconds after losing it, ultimately blocking other players from attacking the sector. As for other faction members attacking immediately, that could happen but only if they are online and notice the sector is free to attack, have the available units and the inclination to play that particular mission. If I lose a game at 3 am then that sector might go unnoticed for hours. In the possible free time other factions may notice the opportunity and have a chance to attack. Depending on the time of day and player's online habits will make this aspect a bit random. I think the change is a good one (bar gremlin bugs). We just got to test it, a week or two should do it.
For the sake of clarity, my writing above is not clear. So where I said for the first time : 'As for other faction members attacking immediately ' I mean other members from the same faction. Not always easy writing on my phone.
Yes you're right in that it won't necessarily mean another faction member is available to jump in immediately, likely be a few hours on average, maybe longer.
I knew what you meant Pete. I've made the same ambiguous error myself above. Should read another member from the same faction. As you say, it does also depend on whether they have the units available themselves, although when I attack I don't keep any spare especially for it, I just hope I have enough when the time comes.
It wouldn't be a big job for me to change it so that *no-one* can attack a sector for a few days once it's been attacked once. It would allow a faction to progress without having to constantly defend existing sectors.
True I am for the individual set up. If a faction has a very weak or unlucky player the rest of his faction would get very fed up with the situation. I am willing to try either but I prefer to test the individual set up first and I would give an objective opinion as I can. 2 weeks testing?
The cannot attack message has brought me here. Fair change. I try to be better next time ane win. Globex OS slowly shrinking, so this campaign is for you to finish.
I am getting used to the new 2 day rule. I also think it is working very well and does not need to be changed. I think a Faction ban on attacking a sector is too much. The individual set up is just right.
I very much hate this 7 days timout in case of sector attack. Is it possible to set a player for a faction as default combat initiative? You can initially set 2 days delay for those attack so next day the game is cancellable from the other side if the player did not start the combat. I don't want to come in dayily and scan the whole map for outdating sectors and swaring when I simply forget to do so. I have won 2 sectors in the past days and now I have lost 3. I prefer checking my active games daily and spot the new games. I am loosing battles due to the 3 days cancel timeout anyway which is completely acceptable.
The current set up with the 7 day rules works well for me. It is rare for me not to notice a sector running out of days. I was surprised you let Agent Orange take sector 4,1. I would been watching that sector like a hawk, if I had been in your shoes. I find scanning the galaxy board easy, takes seconds. For me, for once no change is necessary.
I think you need a secatary/ PA. I never have more than 8 games. 4 or 5 will be deployed games. The remaining ones will wait dormant for up to the remaining 3 days. As soon as a live game is completed I man those waiting games. It is very rare to lose sectors to the 3 day rule. Unless something is amiss are you keeping your eye on the ball?
I think that is the root of the problem. I have noticed a big difference in players. Most play many Campaign games at once and take turns many times a day. But a less active player would/could suffer in the current set up. I can't see a simple soution in the way the Campaign operates. In your case an increase in activity may help. Reducing the number of sectors on the Campaign board could take some pressure off everyone. A shorter Campaign?
The root cause of the problem is that I play the majority of the campaign games in our faction. The number of units are limited, but the pace of the game is really fast. 20 ongoing attack from both directons. The solution is simple if you have a few hundred thousand dollars for the solution. It is called advertisement. :) There is no easy solution.
Fair enough. Your faction is also occupying prime real estate. Everyone is heading in your direction so it is going to be busy your end. Have you personally messaged your team mates to help?