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Posted

1 turn attack is just using 1 turn on smone as many times as the system will let you.

 

1 turn saves your tuens but still makes them lose as many units.

 

 

 

Best way to use spies is recon to get infoabout your enamies which you can use to plan your next move. Also sabbing makes good use of them if you can get a recon and want to sestroysome of their atk / def wepons.

Posted

Well, there are two uses for a 1 turn attack. One use is as Dav stated, to use it to mass The goal in massing is to generate as many casualties on the enemy as possible. Generally, you don't really care if you win or lose, you just want the target to lose a lot of soldiers and have a large repair bill.

 

However, I think this is in regards to the poll. The other use for a one-turn attack is as a makeshift recon. If your goal is to save turns, but you don't know an enemies' strength, you can attack with one turn, and the attack log will give you an !@#$%^&*essment of the defender's strength.

 

Its not as good as a recon. You suffer losses, and worse yet in an attack the turns represent the number of "rolls" in the random factor. * Generally the more turns you use, the less deviation in the outcome. A one-turn attack thus is very random, and many a player has executed a one-turn attack which they won, only to lose the subsequent full attack because they essentially got "lucky" the first time.

 

The advantage of a 1-turn attack is that it you can do it on anyone. Really, I shouldn't have asked that question, because if somebody's "Recon reveals all", he will use recons, and if "Recon is impossible" he will rely on 1-turn attacks and memory.

 

 

 

*I have recieved complaints about the random factor, though at the time I didn't know how to change it. Now, it seems that I can decrease it by increasing the max turns per attack value. Also, that would also cause people to not log in as often as it will take more time to prepare for an attack. The ideal value is about 1 to 4 depending on whether you are defensive or offensive.

 

I admit the login problem is difficult for me to model mathematically. In game theory, one always !@#$%^&*umes that each player does whichever action yields the most benefit towards reaching his goal, that of "Put one's clan on top and get in first place of all stats". With other problems this goal suffices. However, in terms of logging in, it is always beneficial to be playing continuosly. There is no in-game benefit to not logging on. The goal of the player has to be modified to "Put one's clan on top, get in first place in all stats, and still have a social life." My problem is !@#$%^&*igning a mathematical model to "and still have a social life", as the entire field of mathematics has no concept of the subject.

 

In the past, limits in turns appeared to have the most effect, other than a broken repair system. There still seem to be too many turns floating around, partly my fault for forgetting to turn off turns while the game went down. My short-term solution to the problem is to increase max turns per attack. The long-term solution is to maybe add a "market" feature where one can trade points, soldiers, and turns on a universal market, thus causing anyone with fewer points out than the going rate for turns to be "safe".

Posted (edited)

Aileron.. What you want to do is kill SS RPG's popularity by making people play less... What makes this fun is that it's the most active browser game i've ever found, i don't have to wait a whole day to make a move.

But that's completely off topic

TLP, you want to always send 1 spy to sabotage, never more

Edited by Sound
Posted

Id like things to slow down a bit. Nothing more irritating to wake up in the morning and come home from work to find you have been pwned by a few insomniacs.

 

The way things have been the game has favored people with time as well as skill rather then just their strategy.

 

The game should be slower and more controled, this would let people log on a few times aday, think carefully and play. Also it would stop the issues of the people on at the right time benifit most from their atks by taking everyones money as they sleep.

Posted

I agree with what you say I guess, if you don't log on every chance you get you DO lose valuable money. =P

But... When the !@#$%^&* did that ever happen to YOU? Nobody has had more attack than you have had def for a LONG time! You wouldn't know the half of it! >=/ But i agree with you =)

Posted
Yesterday I nearly robbed someone, but didn't happen I sent some spy on Keiver and he had 55bill defense, so I didn't bother to attack even if he had nearly 1 bill out in the open. This morning I wake up his defense is nearly 100bill! The rule for attacking means your attack has to be higher than their defense bonus to win right?
Posted

generally yes but not always.

 

Thanks to the random you can get a good hit, they hit at about 50% of their def and you can get lucky.

Posted

It varies upon strategy really. Defensive players do not need to log on as often as offensive ones to avoid being hit. (Though offensive players can recover from losses faster.)

 

Generally for a defensive player, you want about twice per day. You want to allow players to have 8 hours of sleep, and 8 hours of work/school + two hours of commute. The majority of people have this kind of schedule, and thus the games' target market would be extremely limited if it did not allow this much time.

 

However, for those who really like to play there is an option to go offensive. The offensive strategy in general is much more effective than the defensive one except that it requires more frequent logins. For those who want to go offensive but still relax, may I point out the Terrier, which has an income penalty and a deduction bonus. Yes it generates less money, but the idea is that it can do more with money which is stolen.

 

Actually, many players don't realise that income is a double-edged sword. If your defense is high enough, its more money for you, but if it isn't, its more money for someone who has a strong enough offense to hit you again tomorrow.

 

The way to increase the amount of time people can wait is to increase the "floor" which an attacker will not attack for less than. Generally that means less turns, but another aspect of that is to have fewer people choose the offensive strategy. Fixing Covert and Sentry would help towards that. Maybe I should also quit trying to trick people into choosing the Weasel and make it a viable defensive ship next time. I should also screw over the Warbird's offense, as its not really supposed to have one.

Posted (edited)
I don't know when you plan to change the speed of the game.. but with turns at the moment it would be hard to say if it would be a good idea to lower.. Me and others have hundreds of attack turns from the down time.. Just a reminder that maybe it would be better to take a look at a more solid round, then change things. Edited by Sound
Posted

Yeah, that's true. I don't think rounds are the problem, as this rate is the same as used in many other KoC like games. Actually, I think the problem is related to UP. In the round before this one it was too expensive. Now its too cheap. Income is increasing so fast that weapons repair costs can't keep up, and UP is increasing so fast that casualties are minimalized within a week's time.

 

Also, its too easy for players in the Warbird to attack. Thus a lot of defenders are also part time attackers, creating a high attacker to defender ratio which in turn causes constant attacks.

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