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 PvP Improvements w/ Colors 
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Galaxy legions Pvp systems needs a revamp that encourages people to pvp more and strengthen their ships. Overtime, many of the people who PvP less are becoming less motivated to PvP and probably will rarely do it. That's why I want to increase the incentive to PvP, even for people who don't PvP at all.

The idea is to have different colors for people's names on the battle tab based on their total ship toughness and power points combined using Senatorhung's toughness and power calculations.

Toughness Points = (Hull + Defense + Shields/ (Rank + Half of decks))
Power Points = Attack/Rank


1. A person has a total points of 40 with their ship's toughness and power combined, while another person has 30 points with their ship's toughness and power combined.
2. The person with 40 points would see an orange name to a person that has 30 points because of the 10 point gap. On the other hand, the person with less points would see an red name to a person with 40 points.

[Basically a person's colored battle points earned is dependent on the ship range of a person's ship compared to your ship that affects the color of their name.]

From weak to strong based on total ship strength comparisons: Blue, green, yellow, orange, red, and purple.

Added to this:

A person someone disables based on their color without the use of artifacts or abilties on themself or enemy player, gives them a different colored battle point that they can buy, similarly to the battle market,to increase mining, research or artifact on a planet by 1 or upgrades 1 module from a module tier at random and increasing it's stats and value by 1% with a success rate based on the colored battle point used.

10 Red Battle Point = Red Upgrade Artifact
(Has a 50% chance of success rate when upgrading 1 planet production by 1 at random or upgrading a module by increasing its stats and value by 1%.) (Has 10% chance of lowering 1 production of a planet by 1 at random or a random module's stat and value by 1% when failed.)
10 Orange Battle Point = Orange Upgrade Artifact
(Has a 40% chance of success rate when upgrading 1 planet production by 1 at random or upgrading a module by increasing its stats and value by 1%.) (Has 15% chance of lowering 1 production of a planet by 1 at random or a random module's stat and value by 1% when failed.)

Medals:

No Fear Medal [100 Points]
Disabling 500 ships with a higher total points of power and toughness than your ship, with red name or higher, without the use of any artifacts and abilities, on yourself or the enemy.

Chicken Medal [50 Points]
Disable 500 ships with lower total points of power and toughness than your ship, with names lower than orange, without the use of any artifacts and abilities on yourself or the enemy.


Mon Sep 01, 2014 9:54 pm
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To be honest No one is going to use a upgrade with a chance of making their planet worse. Its interesting but manipulatable with guns/hull mods. also shouldn't some information remain secret? I mean you need scan to see the moduals to get an idea of how tuff someone is this takes all the stratagy/guess work out of it, so people can just explicity pick off the easy ships on the BT.


Mon Sep 01, 2014 10:38 pm
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draxsiss wrote:
To be honest No one is going to use a upgrade with a chance of making their planet worse. Its interesting but manipulatable with guns/hull mods. also shouldn't some information remain secret? I mean you need scan to see the moduals to get an idea of how tuff someone is this takes all the stratagy/guess work out of it, so people can just explicity pick off the easy ships on the BT.


The chances are pretty low for a decrease in stat production on a planet. Perhaps some people want to take a chance at better stats on a planet or weapon. You can see a how tough someone is by seeing the color of their name and still use a probe to see their stats, but still hide the person's hull and shield to get people even more curious to pvp someone.

I supose a higher chance of success and lower chance of making someone worse is better when failed. Seeing someone's mods in the endgame, however, does not really matter in the endgame because people depend solely on inner strength gained from artifact production than modules to PvP. There are also chances of nothing happening to the planet or module at all after using the upgrade.

The color idea does help pick off easy ships better, but gives a lower chance of upgrade success chance and a higher chance of lowering stats when failed when using the upgrade after buying it. My idea gives people the incentives to take on stronger ships for better upgrades and reduce multiraids, multihacks, and multidisables on weak ships.


Mon Sep 01, 2014 10:52 pm
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I really dislike the idea of color-coding ship strength, that's what probes are for.
Whatever your reason, in practice it would just lead to easier farming, more frustration for the prey and more people quitting.

None of those results are good for the game or for PvP.


Mon Sep 01, 2014 11:10 pm
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All probes combined does not tell entirely how strong a ship is and my idea leads to lower farming because easier ships will be more likely to be left alone. My increases incentive to pvp for people who want to put in the effort and invest in galaxy legion.

People who quit are those who most likely do not want to put in the effort to play galaxy legion. Prey can easily become predators of they put in the effort with my idea and gives them a chance to get stronger. It is to allow prey to pick themselves back up and play the game with confidence.

What's so frustating about colors?
Rainbow too unmanly for you?


Mon Sep 01, 2014 11:34 pm
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If you want a good gauge on how 'tough a ship is then:

1: do a preliminary hit. note the defense total.
2: check their passives for Trinity Cores and Auto Evasion node. If they are all there then divide the displayed defense total by 1.201. This is their defense from only modules. If 2 cores but no node then divide it by 1.1664. If 1 core and the node then divide by 1.1124. Else by 1.08 or 1.03.

3: go to use enemy artifact and use a defense probe. note this number.

4: subtract the first number from the number you get from the probe. You now have a good line on their helmsman count.

5: Divide this number by 3. If they have not spent much of their rank points on helmsman then the resulting number is a rough estimate on how many brackets and x-charge cells they have accumulated across their play time.

6: To have a rough estimate on passive hull and shield take the resulting number from the previous step, from here forward known as x, and do this bit of math: X*10 +x*5 = total hull/shields from ap growth

These totals in combined determine how 'tough' a ship is when combined with how many decks they have added to their ship. For most at the high end you'll only be able to tell that they are above 4400 decks and must figure out a range for what they do have by how much damage you do on average. If you are familiar enough with how damage is dealt in the game you should be able to estimate that yourself and figure out roughly how many hits you will need to kill the target ship.

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Mon Sep 01, 2014 11:52 pm
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Ludis wrote:
All probes combined does not tell entirely how strong a ship is and my idea leads to lower farming because easier ships will be more likely to be left alone. My increases incentive to pvp for people who want to put in the effort and invest in galaxy legion.

People who quit are those who most likely do not want to put in the effort to play galaxy legion. Prey can easily become predators of they put in the effort with my idea and gives them a chance to get stronger. It is to allow prey to pick themselves back up and play the game with confidence.

What's so frustating about colors?
Rainbow too unmanly for you?

Nope, I just think it is incredibly lazy to want color coded targets.

I completely disagree that it will discourage farming and help prey become predators. Might be your intention, but I really doubt it will be the result.
All it will do is "light up" the easy targets for reds and yellows, so low level warriors can get their badges even easier.

As Serne pointed out, any real PvPer should be able to tell pretty much exactly how strong a ship is.
You don't need to go to extremes though, if you roughly know deck size, attack and defense then you should have a good idea of hull based on those variables, especially if you use a resource probe.

I also fundamentally disagree with your assertion that people become less motivated to PvP the higher they get and rarely do it - the leaderboards show why.


Tue Sep 02, 2014 12:15 am
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Deigobene wrote:
Ludis wrote:
All probes combined does not tell entirely how strong a ship is and my idea leads to lower farming because easier ships will be more likely to be left alone. My increases incentive to pvp for people who want to put in the effort and invest in galaxy legion.

People who quit are those who most likely do not want to put in the effort to play galaxy legion. Prey can easily become predators of they put in the effort with my idea and gives them a chance to get stronger. It is to allow prey to pick themselves back up and play the game with confidence.

What's so frustating about colors?
Rainbow too unmanly for you?

Nope, I just think it is incredibly lazy to want color coded targets.

I completely disagree that it will discourage farming and help prey become predators. Might be your intention, but I really doubt it will be the result.
All it will do is "light up" the easy targets for reds and yellows, so low level warriors can get their badges even easier.

As Serne pointed out, any real PvPer should be able to tell pretty much exactly how strong a ship is.
You don't need to go to extremes though, if you roughly know deck size, attack and defense then you should have a good idea of hull based on those variables, especially if you use a resource probe.

I also fundamentally disagree with your assertion that people become less motivated to PvP the higher they get and rarely do it - the leaderboards show why.


It's just a marker to have a person's name changed to another color based on their total ship strength compared to yours.

How does it increase farming of the weak when disabling them for the upgrades gives people who disable them a lower chance of upgrade success?

Why can't prey's become predators for putting in effort to turn themselves around and fight back? I'm trying to give a chance for prey to fight back and be rewarded for putting in that effort.

I never mentioned that people become less motivated to PvP at higher ranks. There are people out there just sitting around, not pvping at all or just rarely pvping at all. They need a motivater to allow them a chance to have a stronger ship instead of staying weak forever.

Do you want prey to stay weak forever and prevent the thrill of battle?


Tue Sep 02, 2014 12:28 am
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Ludis wrote:
Deigobene wrote:
Ludis wrote:
All probes combined does not tell entirely how strong a ship is and my idea leads to lower farming because easier ships will be more likely to be left alone. My increases incentive to pvp for people who want to put in the effort and invest in galaxy legion.

People who quit are those who most likely do not want to put in the effort to play galaxy legion. Prey can easily become predators of they put in the effort with my idea and gives them a chance to get stronger. It is to allow prey to pick themselves back up and play the game with confidence.

What's so frustating about colors?
Rainbow too unmanly for you?

Nope, I just think it is incredibly lazy to want color coded targets.

I completely disagree that it will discourage farming and help prey become predators. Might be your intention, but I really doubt it will be the result.
All it will do is "light up" the easy targets for reds and yellows, so low level warriors can get their badges even easier.

As Serne pointed out, any real PvPer should be able to tell pretty much exactly how strong a ship is.
You don't need to go to extremes though, if you roughly know deck size, attack and defense then you should have a good idea of hull based on those variables, especially if you use a resource probe.

I also fundamentally disagree with your assertion that people become less motivated to PvP the higher they get and rarely do it - the leaderboards show why.


It's just a marker to have a person's name changed to another color based on their total ship strength compared to yours.

How does it increase farming of the weak when disabling them for the upgrades gives people who disable them a lower chance of upgrade success?

Why can't prey's become predators for putting in effort to turn themselves around and fight back? I'm trying to give a chance for prey to fight back and be rewarded for putting in that effort.

I never mentioned that people become less motivated to PvP at higher ranks. There are people out there just sitting around, not pvping at all or just rarely pvping at all. They need a motivater to allow them a chance to have a stronger ship instead of staying weak forever.

Do you want prey to stay weak forever and prevent the thrill of battle?

Sheesh... I get what you want to do, I just don't think it will work that way, because of this thing called human nature and self interest.

Your idea will not encourage people who are not already PvPing to do more, it will likely just increase the number of halcs and calming amps.
If they suck in comparison to everyone else, then graphically pointing out their weakness in comparison to every other ship they target is not magically going to make them suddenly start trying to kill every ship on their BT.
It is way more likely to make them decide they simply cannot compete and give up altogether.


Tue Sep 02, 2014 12:40 am
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Why not just incentivize PvP by granting bigger rewards for picking on bigger fish and granting lesser rewards for picking on small fries? (ie. granting more badges for a lvl 50 killing a levl 200)

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Tue Sep 02, 2014 1:13 am
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Wouldn't this just create a landslide? People with weaker ships would get a big beacon of kill me placed on them. Conversely people with good 'colors' would be left alone, making life even easier. I agree there should be some level of subterfuge and unknown factor when attacking. I have hit people where the damage applied ranged over 1000 point difference. Which is a huge swing. I have no trouble in 2-3 hits of knowing who is weaker or stronger based on ave hit and damage returned. This would, as others have indicated, just tell me...hey here's a low e cost kill...you're welcome!

If you want to improve pvp, hey why not have temp disables on weapons? (crit hit = weapon ineffective for 5 minutes, etc..or shields, etc) Think star trek with hitting a command area.

I applaud your attempt to add more medals, upgradables, and so on, but this would worsen what for many is already a crappy situaiton.

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Tue Sep 02, 2014 1:29 am
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playret0195x wrote:
Why not just incentivize PvP by granting bigger rewards for picking on bigger fish and granting lesser rewards for picking on small fries? (ie. granting more badges for a lvl 50 killing a levl 200)


Now that's an idea.


Tue Sep 02, 2014 1:32 am
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Also, so many people are trying way to hard to push pvp. While this is arguably a war game, there are a lot of other things going on. Some people play and evidently love to just trade. Some love to npc, some love the legion chat and could just hang out there all night talking. I like to pvp, but i like to do everything else as well. When the time comes that i want to chill for a while due to vacation, burn out, down time I will probably halc for a while. Most people don't really mind getting badged, they just don't want to be hassled. A big blinking red light on them will lead to almost certain 'harrassment' if you will from any ship who can see them.

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Tue Sep 02, 2014 1:34 am
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juiceman wrote:
Also, so many people are trying way to hard to push pvp. While this is arguably a war game, there are a lot of other things going on. Some people play and evidently love to just trade. Some love to npc, some love the legion chat and could just hang out there all night talking. I like to pvp, but i like to do everything else as well. When the time comes that i want to chill for a while due to vacation, burn out, down time I will probably halc for a while. Most people don't really mind getting badged, they just don't want to be hassled. A big blinking red light on them will lead to almost certain 'harrassment' if you will from any ship who can see them.


The reason why I suggested to have another method of strengthening ships with my idea is to keep the game challenging for those who want to put in the effort to make a strong ship. It was just my way of finding another method for the weak to get stronger, especially when not being able to find a good planet through trading and scan runs. The people with weak ships probably need another method of getting stronger and motivation to make themselves stronger for strong bosses. The reward of being able to upgrade production or a module by disabling enough strong people is thrilling.

A lot of people have quit because they are not interactive enough in the game and cannot seem to get back on their feet after being pummeled to a pulp and zeroed everyday with no production when they get on. I'm saying this for all the people out there who can't fight back after being disabled into space dust with nothing left. As for the halcs, they get hit and when they wear off, people usually get disabled right away some of these people have low mineral production and bad trading skills and can't pay their upkeeps.


Tue Sep 02, 2014 2:15 am
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juiceman wrote:
Wouldn't this just create a landslide? People with weaker ships would get a big beacon of kill me placed on them. Conversely people with good 'colors' would be left alone, making life even easier. I agree there should be some level of subterfuge and unknown factor when attacking. I have hit people where the damage applied ranged over 1000 point difference. Which is a huge swing. I have no trouble in 2-3 hits of knowing who is weaker or stronger based on ave hit and damage returned. This would, as others have indicated, just tell me...hey here's a low e cost kill...you're welcome!

If you want to improve pvp, hey why not have temp disables on weapons? (crit hit = weapon ineffective for 5 minutes, etc..or shields, etc) Think star trek with hitting a command area.

I applaud your attempt to add more medals, upgradables, and so on, but this would worsen what for many is already a crappy situaiton.


Actually people with weaker ships would have less targets on them because if I changed the success rate of the upgrades to 20% success rate to make modules or planets better with a 20% chance of making a module or planet worse by 1% and 1 respectively when ugprades fail, people would target stronger ships more.

For the people with stronger ships would actually have the target because if I changed the success chance to 90% success rate to make modules or planets better with a 5% chance of making a module or planet worse by 1% and 1 respectively when upgrades fail, people would target the weaker ships less.


Tue Sep 02, 2014 2:26 am
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playret0195x wrote:
Why not just incentivize PvP by granting bigger rewards for picking on bigger fish and granting lesser rewards for picking on small fries? (ie. granting more badges for a lvl 50 killing a levl 200)


That does not fix the shelf life of modules or make it so people can increase their artifact production through another method and eventually badges will just be sitting there waiting to be used, but never will.


Tue Sep 02, 2014 2:32 am
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Ludis wrote:
That does not fix the shelf life of modules or make it so people can increase their artifact production through another method

We have a bajillion different ways to boost our artifact production. The most direct way(effective way) is through NPCing).
Ludis wrote:
and eventually badges will just be sitting there waiting to be used, but never will.

This will never happen. There is an infinite use for every badge on the Battle Market.

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Tue Sep 02, 2014 2:37 am
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playret0195x wrote:
Ludis wrote:
That does not fix the shelf life of modules or make it so people can increase their artifact production through another method

We have a bajillion different ways to boost our artifact production. The most direct way(effective way) is through NPCing).
Ludis wrote:
and eventually badges will just be sitting there waiting to be used, but never will.

This will never happen. There is an infinite use for every badge on the Battle Market.


Some people just aren't lucky with getting artifacts from npcing to upgrade their artifact production.

A Rank 9999 can have all the artifacts in the battle market, except the exo-clamp, overcharged exo-clamp, customized decoy, and tactical Inner-Bypass. There is a limit to planets the person can get atm unless Dan decides to up the ranking past 9999 because the planet modules don't upgrade any further and the modules don't upgrade any further either.


Tue Sep 02, 2014 2:53 am
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Ludis wrote:
playret0195x wrote:
Ludis wrote:
That does not fix the shelf life of modules or make it so people can increase their artifact production through another method

We have a bajillion different ways to boost our artifact production. The most direct way(effective way) is through NPCing).
Ludis wrote:
and eventually badges will just be sitting there waiting to be used, but never will.

This will never happen. There is an infinite use for every badge on the Battle Market.


Some people just aren't lucky with getting artifacts from npcing to upgrade their artifact production.

A Rank 9999 can have all the artifacts in the battle market, except the exo-clamp, overcharged exo-clamp, customized decoy, and tactical Inner-Bypass. There is a limit to planets the person can get atm unless Dan decides to up the ranking past 9999 because the planet modules don't upgrade any further and the modules don't upgrade any further either.

The time it would take to reach that rank would be long (and astronomical for most of us). The time it would take to earn enough credits to get the MAX number of COLONIES would be astronomical. With this in mind, think about how long it would take to have EVERY PLANET STRUCTURE that is obtainable from the BATTLE MARKET on EACH PLANET?

You're being unrealistic.

EDIT: Also, I was alluding to CTP, which can be earned quickly through NPCing, and can be used universally to strengthen your ship.

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Tue Sep 02, 2014 3:05 am
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Ludis wrote:
playret0195x wrote:
Ludis wrote:
That does not fix the shelf life of modules or make it so people can increase their artifact production through another method

We have a bajillion different ways to boost our artifact production. The most direct way(effective way) is through NPCing).
Ludis wrote:
and eventually badges will just be sitting there waiting to be used, but never will.

This will never happen. There is an infinite use for every badge on the Battle Market.


Some people just aren't lucky with getting artifacts from npcing to upgrade their artifact production.

A Rank 9999 can have all the artifacts in the battle market, except the exo-clamp, overcharged exo-clamp, customized decoy, and tactical Inner-Bypass. There is a limit to planets the person can get atm unless Dan decides to up the ranking past 9999 because the planet modules don't upgrade any further and the modules don't upgrade any further either.

Which Rank 9999? And who, exactly, is this hypothetical Rank 9999 gaining badges from?

The moment I run out of uses for the heist dispatch station, once I've maxed CK69, after I've done the Arsenals and Thraccti is when I will start worrying more about the limits of the usefulness of the PvP items available on the Battle Market :) Or I could just take another planet and use it on that...


Tue Sep 02, 2014 3:09 am
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