Warp in and team games issues

Post ideas and suggestions on new features or improvements here.
posted on June 4th, 2011, 12:04 am
So theres obviously issues with the federation warp-in. This mainly occurs in team games where both fed players on 1 team warp-in rush. Its pretty much impossible to defend against the 6 ships coming in and whatever else those feds are throwing at you. So I had a few thoughts on ways to perhaps break this up a bit.

My first idea: If it were possible to have the timer incrementally increase with each use of warp-in until reaching a cap. Aswell as have the station require some time after built before the distress call can be used.
1.  Station built.
2 . 1 min until subspace communications array comes online.
3. After first warp-in, 2 mins until next use.
4. After 2nd use, 4 min until next use.
5. After 3rd Use, 6 min until next use. And stays at 6 for remainder of the game.

Another idea that popped into my head would be to break the different warp-ins up based on power. Have 2 types of distress call. "Distress Call" and "Priority Distress Call"
Distress call - calls in 1 vessel randomly selected from the list of warp in vessels. This would have allow cool down, so as to be used much more quickly. say 2 minutes between uses.
Priority Distress Call - Uses the current system where 3 vessels randomly come to the location selected. this would have a much higher cool down time say 5 min between uses.

I dont know if these ideas will alleviate the situation, maybe it will get others thinking. But currently the feds in team games can roll right over other races with little to no penalty Especially when 2 feds on the same team coordinate warp ins and attack simultaneously.
posted on June 4th, 2011, 12:16 am
Yeah this can be a pretty hard thing to deal with in team games - The multi-Warpin rush.


  If you are facing multiple Federation opponents I would strongly recommend people with cheap yards play safe by putting a proxy yard up at their expansions.  Romulan and Borg are generally unable to do this but other races can stick a yard there and get allied repair reasonably quick.  This acts as a great defense mechanism :).


  The most common warpins just got a pretty hefty drop in offense in the last patch.  The SFC now also takes 20 seconds longer to put up.  This means that your ships in defense are going to last longer (lower dps from warpins) and you'll have more ships ready with which to defend. 


  It will take some practice and LOTS of communication amongst your teammates :thumbsup:.
posted on June 4th, 2011, 12:53 am
I also find the Borg very hard to beat, they can just build powerful ships so fast due to no need to research. All they need are the resources, as Assimilators come out fairly quickly and then it's game over. I would like to see either a timer or a research option for say anything above the Adaptor and that the Relay for the dode has to also be researched, as a player just building those and plants them at the expansions makes expanding as a non-Borg race extremely hard. I was killed the other day due to these tactics.
posted on June 4th, 2011, 1:03 am
Last edited by Andre27 on June 4th, 2011, 1:08 am, edited 1 time in total.
Boggz wrote:Yeah this can be a pretty hard thing to deal with in team games - The multi-Warpin rush.



I can see how it can pose a problem when two people combine forces against 1, but i have doubts about the proposal.

Gameplay and factions are balanced for each faction in one on one, shifting balance to a two against one is a slippery slope.

Edit: Before we know it this would lead to merging the warp-in limit for allied players.

Should we also increase building time/cost for each vessel in a team if both players have a yard?

Keep the balance between factions on a 1-1 basis and don't start making adjustments based upon a tactic used by federation allies.
posted on June 4th, 2011, 1:22 am
The thing is that this wasn't a rush in the early game. Yes they rushed to get warp in but we handled the early attacks but couldn't do enough damage to destroy ships. So within 2 minutes we had repelled them. They regrouped immediately and struck 1 of my allies. We met them in glorious battle but we were outnumbered 2 to 1. Atleast half their fleet was warp in and mid battle 6 more came in, despite my 3 defiants and the 5 other vessels my ally lost his 5 vorcha and battle yard. The game was pretty much over so he "gg" and left. We may have been able to repel them but the losses were too great on our side to come back and win. This was a 4v4 match.
posted on June 4th, 2011, 8:42 am
Multi-warp-in rushes can hit hard and fast, but they are deployed offensively and usually unsupported. Assuming you have basic team coordination, I'd be more worried for the Feds.
posted on June 4th, 2011, 11:52 am
Njm1983 wrote:The thing is that this wasn't a rush in the early game. Yes they rushed to get warp in but we handled the early attacks but couldn't do enough damage to destroy ships. So within 2 minutes we had repelled them. They regrouped immediately and struck 1 of my allies. We met them in glorious battle but we were outnumbered 2 to 1. Atleast half their fleet was warp in and mid battle 6 more came in, despite my 3 defiants and the 5 other vessels my ally lost his 5 vorcha and battle yard. The game was pretty much over so he "gg" and left. We may have been able to repel them but the losses were too great on our side to come back and win. This was a 4v4 match.


you mean you rushed to defiants and an ally rushed to vorchas? and you expect to be able to stop warpin rush? your team went for a slow strat that takes you time to get up a serious force, they went for a fast strat that gets them ships early on. thats probably why you found it so hard. and warpins hurt vorchas with their torp spam.

this works with most slow vs fast strats. you go for warbird rush and they go for double yard monsoon spam, they will win.

if u had spammed chassis 1 and your ally not vorcha rushed, you would have been on equal terms. you even said you managed to repel the first warpin, which is respectable considering you went for defiants.
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