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 Post subject: Upcoming Update 9th Oct,11 summerized list with descriptions
PostPosted: Sat Oct 08, 2011 4:58 pm 
Second Lieutenant
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1. Coordinate saving - you can now save coordinates in a list for easy quick recall.

2. Admin colony security updates - new tools to hunt down and ban Multi accounts.

3. Rollback multiple squads now possible - Can shift-select squads from the order menu and rollback all of them in one click.

4. New spies mechanics - spies now work like in the old client. with one exception. you can plant a spy only where your black ship is.

*You can have maximum of 10 spies
*Each planted spy costs 1 worker in upkeep.
*Each spy planting costs 1 worker and 25E
*A spy gains 1 infiltration point each tick
*When a target is conquered all spies in it lose all infiltration
*A spy is consumed once it commenced a spy operation.
*To protect against spy attacks you have to place Spy Protection on the target. spy protection ticks are reduced 1 per tick.
*If the spy has more infiltration than protection ticks, he succeeds in his operation. otherwise - captured.
*when a spy is captured the player who captured the spy gets an event telling him who did that spy belong to (interrogation ftw! :) )
*you can plant spies everywhere except your own colony and allied colonies.
*when joining an alliance all allied spies on your colony or your spies on allied colonies are removed to maintain the above rule.
*the black ship cannot be lost

All above mechanics are subject to change as we balance the new spy system. The purpose is to make the Spy a viable tactical option. With the new spy mechanics you can eliminate a big army with a small squad + well placed spy attacks and gain tons of XP for your troops.


5. Cannot attack self/allied anymore - the incident of killing your own/allied troops cannot happen anymore.

6. Max delay of squads & missles: 24 ticks - reduced max delay time from 50 to 24 ticks. as coordinating attacks doesn't need such a long delay time.

7. Alliance Orders - new feature. ability for the alliance leader to place markers on the map to plan the strategy of the alliance. only visible to the alliance members.

8. Relocation bug fixed - you can now relocate if you have enough resources.

9. Relics will have a radar range like radar outposts. and will be jammable.

As these updates come into affect we'll be considering the next batch of updates and balances.

Cheers!

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:12 pm 
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Will the "Black ship" be able to spy attack as well? and are agents mobile?

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:23 pm 
Second Lieutenant
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my favorite is the leader orders :) great job on this update Michael! only bad thing i can find in this is it will take a while to get used to the new spy system i guess...

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:31 pm 
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WOW, good updates, should be interesting..

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:34 pm 
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Love the leader order update :D
awesome stuff! :lol:

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:38 pm 
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Thanks for these great updates, Michael. I'm sure the entire community will enjoy :)

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 5:58 pm 
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Jake,
The mechanics are new, and we'll change or add more features as we see fit.

for now, the spies wont be moveable. and the spy ship wont be able to commence attacks. but we'll probably add more special features for it later on.

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 6:07 pm 
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All I can say is test the spy system properly before you release. The real issue now is that since you introduced the 1 tick control before a spy can attack spies became useless. All one has to do is either stay in an op for 1 tick then move or simply add 50-100sp and be safe.

having 10 spies or 10,000 for that matter does not solve that issue. we place sp on ops when our armies rest there anyways, whether the enemy has 1 or 10 spies is irrelevant.

what i propose is that 1 spy infiltration equals 5 sp. that way a spy with 20 infiltration points will need to be countered by 100sp or more. that makes using sp much more expensive and tactics much more important. lazy people will not afford to sit on ops anymore or they will die

in any case ANY updates CANNOT be introduced in the middle of any era. They should only apply when new eras start. People start eras with a certain strategy and it is both childish and disrespectful to change the rules mid-era.

The other updates are OK but mostly irrelevant. What we really need is a system of orders that allows for move points and so ordering 3 consecutive moves or more at once. This is a basic feature of any RTS since 2005 so I really do not see why BD developers cannot implement it already

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 6:12 pm 
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Or maybe every spy earns a I point, so if you had 10 in one spot you earned 10 per tick :D

What do you think michael? (if you're still here)

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Sat Oct 08, 2011 6:33 pm 
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cosmin1980 wrote:
All I can say is test the spy system properly before you release. The real issue now is that since you introduced the 1 tick control before a spy can attack spies became useless. All one has to do is either stay in an op for 1 tick then move or simply add 50-100sp and be safe.

having 10 spies or 10,000 for that matter does not solve that issue. we place sp on ops when our armies rest there anyways, whether the enemy has 1 or 10 spies is irrelevant.

what i propose is that 1 spy infiltration equals 5 sp. that way a spy with 20 infiltration points will need to be countered by 100sp or more. that makes using sp much more expensive and tactics much more important. lazy people will not afford to sit on ops anymore or they will die


I can see what you're saying about not being able to do a spy operation before 1 tick after the outpost has been captured. But I can also see why it was implemented, internet connection speed shouldn't be what decides the faith of an era.
Its a hard ting to balance, we had a very short talk about it in a meeting last week, but didn't get to discuss it properly. But what we did agree on is that spies needs to be a deadlier weapon, which is why this spy update was made; and I'm guessing there will be more.

As for the infiltration points being worth 5 protection points, that would basically be the same as making the price five times as high. Which I personally mean is a WAY to high price, at least with the increased amount of spies going around.

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