Warpin Loss Penalty: Time on Warpin clock

Post ideas and suggestions on new features or improvements here.
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posted on July 8th, 2011, 2:14 am
Just throwing this out there: If you loose a warpin ship, add 10 seconds to the warpin-cooldown clock.
posted on July 8th, 2011, 3:04 am
Hmm, because losing ships means starfleet won't give you support, or just purely game balanced based?

Not really sure which way this is going.

Is the supply penalty not enough?

Losing all three means plus thirty seconds to use SC again?

Could go either way on this one.
posted on July 8th, 2011, 3:58 am
nah, I think supply cost is drastic enough
posted on July 8th, 2011, 5:33 am
Frankly, don't think it's harsh enough.  Let me explain:

  The way Warpin is now, it's 3 Cruiser-Bships for free.  Whether you lose them or not, they are a huge boost in firepower that any other race counteracts with special abilities, Cloak, or with numbers.  Those are the three things that make up for the fact that the Fed player gains 3 ships for free.

  A penalty on the timing to me does not actually benefit much because a fed player can easily sit back and horde their warpins without losing them and still suffer no penalty just as they can now.
posted on July 8th, 2011, 5:35 am
So what if you payed 1 supply every 45 seconds, per ship until you sent them back or they were destroyed, in which case they would cost more supply.  If you ran out of supply, they would leave.

Not saying I like this, its just an idea. :innocent:
posted on July 8th, 2011, 5:45 am
Last edited by yandonman on July 8th, 2011, 6:06 am, edited 1 time in total.
Just to tweak it/offer an alternative: Instead of adding 10 seconds to the timer, add 10 seconds to the maximum time on the timer each time you loose a ship. (that way it's persistent). I.e. if you loose 6 ships, that 3 minute timer becomes a 4 minute timer... for the rest of the game! (unless you lose even more ships, then it gets worse)
posted on July 8th, 2011, 7:19 am
Still does not help you in early game...

The only way out is to make access more expensive (res or time-wise) or to give a significant penalty for warping in things.

any other race counteracts with special abilities, Cloak, or with numbers.  Those are the three things that make up for the fact that the Fed player gains 3 ships for free.

Well, Its not an equal compensation...at least not for dominion and rom since they are left with only 2 (B5 yard cycle or S2+Bug) / 1 (Leavhal) valid strat that counters warpins + stuff.
posted on July 8th, 2011, 11:14 am
Adm. Zaxxon wrote:So what if you payed 1 supply every 45 seconds, per ship until you sent them back or they were destroyed, in which case they would cost more supply.  If you ran out of supply, they would leave.

Not saying I like this, its just an idea. :innocent:


I like that idea, but it could be more harsh.
posted on July 8th, 2011, 11:17 am
Are you trying to punish for Warp-In abuse or punish for using it at all?
posted on July 8th, 2011, 2:07 pm
I am still for the idea to give Feds 1 warpin ship with the first warpin, 2 with the second and 3 from the third warpin that is called. That way in early game the warpins are not stacking and opponents get more time to build ships. In mid or late game things remain as they are.

It could be realized with the same effect the intel center has (some kind of experience).
posted on July 8th, 2011, 3:48 pm
Thats not a bad idea either, however it kinda reduces the realistic value of the distress call.

What if the number of ships was randomized?  You could make it a percentage between 1 and 5 ships, 5 ships being a 1% chance, 4 being 15%, 3 being 50%, 2 being 30%, 1 being 5%(or actually 4%)

So, for example you would have a 100% chance of receiving a single ship in from a distress call, and about 95% getting more than one, 50% you would get three, and about a 15% chance that you would get more than three. :blush:

I should make a warpin theory thread and compile all my thoughts for a warpin redo... :lol:
posted on July 8th, 2011, 3:54 pm
I don't understand what you mean?
If there is a lack of realism...think of it as SFC proves you if you are worth to get 3 ships or even more for late game.
posted on July 8th, 2011, 3:59 pm
Well, if you were really in distress, you would only get what was available. I don't think the feds care what the priority of your distress call is, they will send what they have.  So maybe there were more that 3 ships available to help?  maybe there was only one?

I don't think they would give you more ships the more you asked, especially if you kept blowing them up.  If somebody asked me for help on an exact time interval like we do for SFC, then if anything I would send less ships :lol:.
posted on July 8th, 2011, 4:15 pm
There is only one priority of distress call for Starfleet; all distress calls come first unless mission orders specify otherwise, even for an enemy. No 'worthyness' needs to be proven.
posted on July 8th, 2011, 4:33 pm
Random amount of ships certainly seems both realistic and more limiting.
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