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 Planetary Invasion 
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Joined: Mon Jun 21, 2010 1:52 am
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Okay, so basically some fool took a planet off me and i've now tried TWICE to invade said planet.

To say the least, this 24 hour timer.. although i see why it is there.. is beginning to piss me off.


I do not understand why i fail twice when the first was a 48% chance (fair enough) but the second time when i used my mutagenic cartridges it was a 90% chance to invade. That's just a slap in the face, i use an artifact ON TOP and still don't get the invasion. To say the least this idiots ship is going to get smashed for inconveniencing me.. but the 24 hour timer is a bit ludicrous if you fail an invasion.


I think it's fairer if you manage an invasion. Perhaps make it so it just means you cannot invade that planet again.. and if you fail a couple times on player owned planets you cannot invade anything other than unowned planets.

To say the least, this timer crap is annoying me. Fair enough when you actually get a planet.... but when you fail an invasion it's a huge slap in the face.


Sun Dec 05, 2010 3:40 pm
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I believe it is the 90% cap that has the biggest road block. if it was higher (or even if it was nonexistent) you would not have lost the second invasion and thus would not be complaining.

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Sun Dec 05, 2010 5:21 pm
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zophah wrote:
I believe it is the 90% cap that has the biggest road block. if it was higher (or even if it was nonexistent) you would not have lost the second invasion and thus would not be complaining.

I would be complaining because the first time was #&$# because the way it works out % chance is retarded.

I've had this happen before, fail an invasion and it pissed me off then and it pisses me off now. 24 hours is a harsh punishment for failing an invasion.


Sun Dec 05, 2010 6:27 pm
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Joined: Mon Apr 26, 2010 7:51 pm
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The timer is shorter for a failed hack/raid than for a successful one, why shouldn't the invade timer of a failed invasion be shorter than for a successful one. (8 hours perhaps, or even 12 but no more)


Mon Dec 06, 2010 3:40 am
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Mark W wrote:
The timer is shorter for a failed hack/raid than for a successful one, why shouldn't the invade timer of a failed invasion be shorter than for a successful one. (8 hours perhaps, or even 12 but no more)


yeah. its 1/3 of the time for a failed hack/raid, so it should definitly be 8 hours.

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Mon Dec 06, 2010 4:05 am
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I'd like to add my two cents.

If you control a planet, and someone successfully invades it. You try to re-invade it back and fail, and now have to wait 24 hours. I have two issues with this.

1. If its your own planet and you're trying to liberate it from the invader (called "defensive invasion"), your invasion timer should be greatly reduced. Perhaps an attempt every 2 or 3 hours? Only on previously owned planets that you've controlled and lost. This doesn't apply to invading planets that you've never controlled- called "aggressive invading".

2. If you successfully retake your own planet, it is a "New" colony, instead of "Peaked" colony that it was prior to invasion. I think it should be that retaking your own planet only subtracts one level of planetary development to reflect collateral damage to the planet's infrastructure during the invasion. So if its "Peaked", it would drop to "Peaking" instead of "New". This does not apply to invading planets that you've never controlled in the past.

Now for aggressive invasions, successful invades = 24 hour cool-down, as should be. Failed aggressive invasions = 12 hour cool-down.


Mon Dec 06, 2010 4:54 am
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what happens if i own a planet, then you steal it, then someone else comes along and steals it, how many cooldowns are going on there lol.

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Mon Dec 06, 2010 8:51 am
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bobsmith wrote:
what happens if i own a planet, then you steal it, then someone else comes along and steals it, how many cooldowns are going on there lol.


Solution.

If you've owned a planet and get it up to Peaked status, then you automatically get "Defensive invade" timer reductions. If the planet isn't "peaked" yet, you don't get the defensive invade timer.


Mon Dec 06, 2010 10:25 pm
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but then is there multiple players that can get the defensive invade, or is it just the last player to have a peaked colony on the planet?

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Mon Dec 06, 2010 11:02 pm
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Vekno wrote:
but then is there multiple players that can get the defensive invade, or is it just the last player to have a peaked colony on the planet?


Last player. Even if the planet is invaded by 3+ different players in succession in 2 - 3 days, the original player who controlled the planet before all the invasions would get the Defensive Invade / liberation timer, plus only drop one level of planet development if successfully liberate the planet. The other 3 players won't because they didn't get Peaked colony status.


Tue Dec 07, 2010 5:09 am
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Now that's just far too complicated for anyone to care about Veristek.. so far as I'm concerned.


8 hours is way more reasonable than 24 hours though, I could deal if we had that kinda reduction for failed invasions because frankly if this third invasion attempt goes tits up I am going to be fuming.


Wed Dec 08, 2010 4:24 pm
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Joppsta wrote:
Now that's just far too complicated for anyone to care about Veristek.. so far as I'm concerned.


8 hours is way more reasonable than 24 hours though, I could deal if we had that kinda reduction for failed invasions because frankly if this third invasion attempt goes tits up I am going to be fuming.


It's really annoying that the original player has to wait 5 days to get back his "Peaked" colony production after liberating his own planet from whoever invaded it.


Wed Dec 08, 2010 4:57 pm
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I agree with liberation idea... But that would make the planetary vortex artifact useless.
It should be a timer of its own. Allowing the original owner to try with a higher succession rate aswell as shortened timer..

I think the crew/troop idea would be a good way to better this at a core level. Giving a player reasonable way to fight that makes more sense...


Thu Dec 09, 2010 12:53 am
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