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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sat Jun 20, 2009 3:39 pm 
Specialist
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sp wait when is e1 gona b abck up bacause im gaetting 4 conquers 2 have cristals and i agree we should get 100 3energy for spies we lost


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sat Jun 20, 2009 8:22 pm 
Private
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Joined: Mon Jun 01, 2009 6:15 pm
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Hey is it true E3 will start tomorrow if so when and what tick on earth 1 is it going to be i wanna be first lol.


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 12:02 am 
Private 1st class
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what was the point of the three control ticks on an OP before attacking? I think mobility is an essential part of BD. You guys have already made min. travel time 6 ticks which is already quite annoying :(. I don't see why there have to be so many impediments to speedy travel. These new settings may cater to the greater body of battle dawn players who don't log in as often (allowing them to catch attacks etc...) but these new diagnostics are hurting the hardcore players who are online often and need their squads to finish their jobs as quickly as possible and move on.


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 1:51 am 
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So the OP-hop goes the way of the dinosaur. This change plays into the hands of subs and relic holders (in my opinion). Units on a relic obviously don't need an OP to launch an attack from. Sans relic, however, picture this: you attack deep into enemy territory on the last leg of your approach and your alliance hits an OP. There are nukes and/or tons of units raining down on that OP set to arrive 2 ticks after your arrival because you caught the enemy off guard and they could not reinforce in time. You want to drive on and skip out on a meaningless battle at your new OP, but you have nowhere to go except enemy OPs, which you can't attack. Instead of driving on, you must now retreat, for you are not ALLOWED to attack any further.

I'm sure that there is a sound explanation for this change that I'm missing. Could it be explained to us please? Thanks in advance!


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 6:08 am 
Sergeant
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i agree with cbuzz24

it just makes it a lot harder to do things
cant the minim 6 tick travel time compensate for the outposts

this hasnt been fixed yet either
Banned Colonies: Removed from the scoreboard if banned.


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 6:42 am 
Captain
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cbuzz24 wrote:
So the OP-hop goes the way of the dinosaur. This change plays into the hands of subs and relic holders (in my opinion). Units on a relic obviously don't need an OP to launch an attack from. Sans relic, however, picture this: you attack deep into enemy territory on the last leg of your approach and your alliance hits an OP. There are nukes and/or tons of units raining down on that OP set to arrive 2 ticks after your arrival because you caught the enemy off guard and they could not reinforce in time. You want to drive on and skip out on a meaningless battle at your new OP, but you have nowhere to go except enemy OPs, which you can't attack. Instead of driving on, you must now retreat, for you are not ALLOWED to attack any further.

I'm sure that there is a sound explanation for this change that I'm missing. Could it be explained to us please? Thanks in advance!


They can't fire nukes 2 ticks after your arrival if you just took the OP from them, because you can't fire nukes at your own OPs.

The idea behind this is that it gives the defending alliance time to respond, but not time enough to catch the attacking units. It's trying to eliminate an almost invulnerable strategy of ETA 6 OP hopping at the end of the tick (Which is now even more possible as you can select several squads) and actually giving the defender some time.

Also, if you're looking in terms of "realism" - We were thinking that you need 3 ticks to be able to gain control (by sending units throughout the outpost and "controlling it") of the outpost before moving on

Thanks alot,
St.Even - Battledawn Staff

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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 11:02 am 
Sergeant
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Smart mouth question.... but how exactly is this supposed to tie into "realism"? Lol :P

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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 2:01 pm 
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Andrew wrote:
Banned Colonies: Removed from the scoreboard if banned.


Well... looks like you set the rank of all the banned colonies to zero, but... you forgot to change your sql to WHERE rank != '0' so they dont actually show up on the rankings.


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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 2:58 pm 
Captain
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Replace "Realism" with "Logic" and "Balance" :ugeek:. This requires that you "secure" the outpost before you can attack another. In the old client there were many situations where it was practically impossible to stop a player from outpost hopping around outposts in your hive area. This gives the defense the ability to recover an outpost before an enemy can attack another.

Banned colonies will be removed from the scoreboard soon, sorry about that one guys.

-Andrew

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 Post subject: Re: New Updates - Saturday June 20th
PostPosted: Sun Jun 21, 2009 5:51 pm 
Private
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Joined: Sun May 31, 2009 7:11 pm
Posts: 2
heyyy umm...

im having some trouble...

it seems for me...all the servers have...restarted....and i have to start a new colony on each of them...and they all look like they just restarted...

not to mention im a little PISSED :x

oh...and arrow through the leaderboards on the main page on the right...maybe you'll see it too.


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