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 Post subject: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 12:53 pm 
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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 spy 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 spy (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.

10. Lockdown spy action can now be performed on any target

11. Added Emergency Energy boost

12. Increased cost of Energy boosts by 10 tokens each

13. The Spy ship will generate +1 Spy Protection to owned targets while it is parked on them.

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 12:56 pm 
Lieutenant Major
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Sweet :D I like all of these ;)

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:04 pm 
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Great updates BD just getts better n better every time :D

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:05 pm 
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Nice updates keep em coming :D

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:06 pm 
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How do we use the map markers? Cant seem to find them. Unless it is in the process of being implemented?

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:09 pm 
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Michael wrote:
11. Added Emergency Energy boost

12. Increased cost of Energy boosts by 10 tokens each

This is purely money making :lol:

Anyway love these updates. No big changes.

Quote:
13. The Spy ship will generate +1 Spy Protection to owned targets while it is parked on them.


So basically spy ship generate +2 Spy Protection but one of them is used every tick, that makes it +1?

Quote:
How do we use the map markers? Cant seem to find them. Unless it is in the process of being implemented?

It's supposed to be in the Orders button but maybe it's not completely updated yet.

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:11 pm 
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Huh this is actually pretty good, and it makes players become more pro-active with spies.

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:15 pm 
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i like all of the new rules, very nice ;)

except for the 25 spies at a time rule -.-

i think it should be 5 at max, and even that could get a little chaotic
lets say that there is 600 players in a world, 500 would be abel to make spies
400 would actually log on oncew in a while
300 would actully be using spies
so at 300 players wiht 25 spies each that adds up to 7500 spies around the map to be used at any given time
i think it would require close to 10000 energy just to protect yourself (and your army) from them
so yes 5 is still a bit, but it is good enough if its going ot be 1 spy consumed at each round
and for the spy ship, wil lyou still be able to put spy protection on an op or colony that its over for a lower price?
or wil lthat disappear too?
but you guys should lower the cost of spy protection.
otherwise, its fully plausible that the rank 10 alliance in a world could go and take out rank 1 - 9
one more point to argue my case.
Spy protection, as it is, costs too much, the spy ships are what we use to protect our colonies, theirs always hte one member who's spy is protecting our troops, but thats because the rest of the alliance is workign together to keep his colony full of spy protection

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:22 pm 
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Why are you raising the prices on energy? We get less for our money anyway, and now we've got to pay more? What is this!

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 Post subject: Re: List of updates: 10/10/2011
PostPosted: Mon Oct 10, 2011 1:24 pm 
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apollo wrote:
Why are you raising the prices on energy? We get less for our money anyway, and now we've got to pay more? What is this!


Maybe it's to limit the use of spy?

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