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Requiem Game profile

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Feb 29th 2020, 13:42:34

This is my first time in many years running as a techer and these grabbing rules suck for a techer.

You have to choose between trashing your TPT to be a semi-rainbow to get the ghost acres or have your TPT max but lose out on ghost acres.

This puts a techer at a real disadvantage vs almost every other strat who can get away with it better.

I think the SS / PS buildings stolen need to be based on total built land not per building type like the change for the AB / BR etc was.

Thoughts?
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Celphi Game profile

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Feb 29th 2020, 14:06:20

+1 ^
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Gerdler Game profile

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Feb 29th 2020, 15:20:12

Doesn't affect techer on alliance(or FFA) pretty much. Does affect it pretty badly on on other servers tho.

Grabbing on Primary will be really weird under the new changeset (still running old one).

As others have pointed out the original wording of the change was that you are limited to capture 10% of each specific building from a grab. If that were true, it would just be an interesting new aspect that everyone would have to cope with, for better or for worse. But because its not you pretty much have to run an all-out rainbow at some point of the set which removes the benefit of understanding the first thing about strategy in this game; that specialization is good.

So fix the bug in the implementation first, then we can see if it is reasonable in each of the servers.

DruncK Game profile

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Feb 29th 2020, 17:46:28

Regardless of any rules ghost acres should never be nerfed.

Give bonuses to those with equal buildings like fluff yea but don't take ghost acres away from those of different builds.

No suicider cares about ghost acres anyways

Gerdler Game profile

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Feb 29th 2020, 23:01:58

Well the total buildings limit goes together with the ghost limit for a SS/PS suicider since he will be gaining much fewer buildings and thus increasing his gains a lot slower. Its like a double whammy, and it was certainly needed considering 120 turns from a halfassed 10-15k acre techer could easily kill 1B NW potential and then do some more with the restart and restarts restart.

Ideally this should never have been needed and clan GDI should have solved all this while keeping primary, tournament, express and warring in tag based servers the same. This solution is less effective with more casualties.

That said it would be far less cumbersome to play if the implementation error was removed and we would need maybe 3-5k off-strat buildings in alliance instead of like 10-15k.

DruncK Game profile

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Feb 29th 2020, 23:17:05

Explain the reasoning for getting rid of ghost acres, because I don't see any

Primeval Game profile

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Mar 1st 2020, 2:05:19

Originally posted by DruncK:
Explain the reasoning for getting rid of ghost acres, because I don't see any


Players don't really hit real players anymore on Alliance and FFA servers so hitting bots is free land anyway. I see little difference in the actual gains vs ghost acres in those cases

Techers have generally needed to be curbed down anyway on some servers so I'm good with the new gains change being a slight disadvantage to that strat method

Gerdler Game profile

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Mar 1st 2020, 2:16:17

Originally posted by DruncK:
Explain the reasoning for getting rid of ghost acres, because I don't see any

Ghost acres are the same as before as long as you are not building limited. If the punishment would have been added to the stolen acres instead, it would have been terrible in terms of war, and netters would landtrade with no building losses on either side as long as no shared buildings, which is just stupid. It would have killed suiciding further tho.

Alternatively, if no buildings were gained but full ghosts, it would make off-strat hitting more powerful as the only side effect(as it saves destruction costs). I think that might be acceptable.

KoHeartsGPA Game profile

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Mar 1st 2020, 5:01:38

The suggestion of not implementing these new changes to next set in Primary has been brought up in Patron board, and it seemed like Pang agreed it would be better to leave that server alone, dunno about the other solo servers, imo they shouldn't be changed to new mechanics.
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KoHeartsGPA Game profile

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Mar 1st 2020, 5:05:00

Here's what he said...

Originally posted by Pang:
I could turn off the new grabbing rules for solo servers and just rely on the permanent GDI for griefing problems

but then anyone who is grabbing will still be vulnerable

maybe that's ok?

also i've been away doing family stuff, lol :p
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Requiem Game profile

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Mar 1st 2020, 16:04:04

What do you mean? In the past when grabbing you'd still get buildings that you don't have, now you get none. How is this not different?

This is forcing people to have like 1k in random buildings to take advantage.
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Gerdler Game profile

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Mar 1st 2020, 16:36:07

The GDI in Express and Primary is sufficient protection imo... Express by its short lived nature doesnt matter much if you do get your set destroyed by a grifter, and it may happen there despite GDI. In Primary its usually partly or mostly your own fault if you get yourself suicided.
So for primary it would definatly be better without it, and I would argue the same for express and tournament. At least when it comes to the specific building limitations. The total building limitation has both good and bad effects on all solo servers.

But regardless, these changes were necessary because a potent, netting friendly Clan GDI was not implemented. The problem was mainly on servers with tags. So in my opinion a targeted solution towards only those servers it was needed in was the wiser option. This is more like hunting rabbits in your garden with mortar; argueably effective, but with some quite predictable side effects.

Gerdler Game profile

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Mar 1st 2020, 16:40:59

Originally posted by Requiem:
What do you mean? In the past when grabbing you'd still get buildings that you don't have, now you get none. How is this not different?

This is forcing people to have like 1k in random buildings to take advantage.

its far more than 1k of each building. But the reason it doesnt affect techer that much is that during the growth phase in 1a a good techer doesnt tech much at all, meaning those farms and ICs are decent value. The res/ent do cost a bit to carry but its not 100% waste like you make it out to be. They produce for 80 turns a day but your labs only produce maybe 10-25 turns a day depending on how you are grabbing and what phase you are in.

Compare it to FFOs and cashers who carried 2-4k labs for probably a month or more last set as several of us did. Techer spends like 10-12 days grabbing+ teching(only a few turns a day). Before that they grab and build CS, so those buildings are very useful. After the grabbing phase they dont need those buildings so they knock em down and tech all their turns at full specialization.

Edited By: Gerdler on Mar 1st 2020, 16:47:45

Requiem Game profile

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Mar 1st 2020, 16:47:14

What does that have to do with this being illogical for SS/PS and not for BR/AB?
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Requiem Game profile

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Mar 1st 2020, 16:48:23

I can't stand having random buildings it is an OCD thing...
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Gerdler Game profile

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Mar 1st 2020, 16:56:11

You said it hurts techer more than others. If that is not on topic that is your fault entirely. Its also not true which I was keen to point out. It affects everyone, techer in 1a gets off pretty cheap even.

As I said I think if the bug in the implementation was fixed and the limitation actually matched the description we got from Pang before it was implemented it would just be an interesting new twist that you'd have to think about at times. Now its a really weird and cumbersome incentive to go rainbow.