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Capture the Flag improvements
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admin
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 Post Posted: Thu Jan 22, 2009 2:57 pm    Post subject:
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that's another general problem isn't it?

http://www.spacetrace.com/forum/viewtopic.php?p=81461#81461
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colinthecorgi
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 Post Posted: Thu Jan 22, 2009 3:22 pm    Post subject:
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lol, let's say production invaders steal production?

Hit a guys base with invaders first, so he has no production in line. Then follow clear the base. Then leave 2000 pengs there. It's an automatic points-generator


Seriously speaking:
Base-sitting is considered bad manners, like camping in these on-line shoot-em-up games. When the word spreads, the whole world usually attacks the sitter/camper. So as long as we're agreed that base-sitting on a single player, or agaist outnumbered alliance, is considered to be unethical or something, then we as a community can keep that stuff out of the game.

We should do what we can to avoid using that fleet3 as an attacking weapon. I think my suggestion that 2700MP or whatever (something greater than the MP bonus) is in fleet3+base, and in defense attitude, would solve the problem, especially if these MP are locked to base location.
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admin
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 Post Posted: Fri Apr 03, 2009 10:33 pm    Post subject:
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1.
after playing witht the new rules, there seems to be some decision to make:

should the extra MP be in fleet 3 or only in base?

we could change it so that the FC gets the extra 2500 MP, but only if he uses them in his fleets, then the fleet 3 will be the alliance defense fleet.

if you stay below your normal MP then you can use the 3 fleets as normal

how is that?

2.
and we still plan to implement the transwarp-boost to the FC-Base
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T2
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 Post Posted: Fri Apr 03, 2009 10:49 pm    Post subject:
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"if you stay below your normal MP then you can use the 3 fleets as normal

how is that?

2.
and we still plan to implement the transwarp-boost to the FC-Base"
-----------------------------------------------

This would be good !
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RenéeAB
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 Post Posted: Fri Apr 03, 2009 10:53 pm    Post subject:
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putting the extra mp into the fc's base fleet only would reveal the fc to any dsp's probing the base due to the unusually high mp present.
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Connor McCloud
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 Post Posted: Sat Apr 04, 2009 9:06 am    Post subject:
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Well there needs to be another change , if you only can put the extra MP in base fleet and fleet 3 , it should also be the only 2 fleets that lose the extra MP when FC change ! last war I was on my way to make an attack when FC changed I also lost ships in fleet 1 and 2 and had to abort the attack
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T2
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 Post Posted: Sat Apr 04, 2009 3:28 pm    Post subject:
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I think admins modification will alleviate both concerns raised with Connor and Renee.

This modification allows gameplay in the "traditional" way of CTF with a twist. When implimented, if you are the FC, you can hunt and play normal game but if you detect a possible flag grab, you can get alliance help fast and/or you would be able to start production on an additional 2500 mp worth of ships.

I don't know what the result will be to a regular fleet ( esp. fleet 3) of the FC while he/she is out on a patrol run if additional 2500 mp is put into production. Perhaps current game will not allow any more production until fleet 3 is back in base ?

At least it gives the option of not using it at all. It will take some GOOD stragetical thinking how to best use this new power. It's not just about having more ships in base /fleet 3 now. It's a tactical choice we can make.
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colinthecorgi
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 Post Posted: Sat Apr 04, 2009 10:28 pm    Post subject:

I definately don't like the fact that the only way to control how you lose the 2500MP back is to simply remove them yourself. It would be better if it was priority:
Fleet3
Fleet2
Fleet1
Base.

Seems silly that it starts ny emptying your base (happened to me).

Otherwise I guess it really doesn't matter much.
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