Planetary Defenses Overpowered?
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silentknight
Joined: Sun Aug 01, 2010 3:20 am Posts: 616
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Joppsta wrote: lol my ship sucks eh? xD
That's something of a joke considering I pound everyone around my rank and some upwards .. but sure, i'll roll with that.
They still have 2 theory engines active on one planet... fair enough i took that one from them they deserve to retake.
The planet i had taken from myself however, this one has 2 quantum analyzers active and i can deal -3 damage for -200 returned. It's large size.
I seriously doubt calling my ship crap is a good excuse though, I'm loaded out for max bear in attack currently (little defense, fair enough) but the fact i can only deal -3 damage with heavy quantum devs (majority around my rank have this, recently I've been dumping into energy since i sometimes use GP to rank faster).
So in a nutshell, the weapons at hand don't do nowhere near enough damage to a planet, and the cap is pretty much unreachable now for me.. if people defend it correctly. I don't exactly see how you can call this balanced.
Also as for bio vaps, don't you get 5 from missions and NPCs give you them also? Anyway, I'd say calling the planetary defenses balanced is a bit ridiculous. Oh, I did use artifacts btw, Orbital Mass thingy is a new one that reduces attack by 30%. Got plenty of ion storms.
I swear though, planets are far too difficult to take from players now. I mean, fair enough.. i agree if you're online and get your ship onto the planet along with legion buddies, cool, i can accept defeat their. But when a planet alone can stand against your ship... even with artifacts dropped on top of it... i don't think that's cool at all :/
Call me stupid if you want but i cannot get in line with your thinking of how this can be balanced by artifacts that give 30%/15% bonuses considering the defenses have been buffed so much, i think more artifacts should be thought up with better % to reduction that could counter-act the planetary defenses. Currently i don't really feel like sitting waiting for the guy to take off the defense structures and his legion buddies to get off the planet. First off, no one cares about what rank you are now, or what tech your at either. Your not maxed on either and there lies your problem, a planet is always going to be a match for you. I gaurantee you most any of the dysonians, kaos, coth or a few other can take that planet still with relative ease. Come back when your tech is all maxed out, your a galaxy destroyer and you've poured thousands and thousands and thousands of rank points into crew because you didn't need decks anymore, and your sitting at 10k+ attack, then we can talk.
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Mon Jan 03, 2011 11:49 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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silentknight wrote: Joppsta wrote: lol my ship sucks eh? xD
That's something of a joke considering I pound everyone around my rank and some upwards .. but sure, i'll roll with that.
They still have 2 theory engines active on one planet... fair enough i took that one from them they deserve to retake.
The planet i had taken from myself however, this one has 2 quantum analyzers active and i can deal -3 damage for -200 returned. It's large size.
I seriously doubt calling my ship crap is a good excuse though, I'm loaded out for max bear in attack currently (little defense, fair enough) but the fact i can only deal -3 damage with heavy quantum devs (majority around my rank have this, recently I've been dumping into energy since i sometimes use GP to rank faster).
So in a nutshell, the weapons at hand don't do nowhere near enough damage to a planet, and the cap is pretty much unreachable now for me.. if people defend it correctly. I don't exactly see how you can call this balanced.
Also as for bio vaps, don't you get 5 from missions and NPCs give you them also? Anyway, I'd say calling the planetary defenses balanced is a bit ridiculous. Oh, I did use artifacts btw, Orbital Mass thingy is a new one that reduces attack by 30%. Got plenty of ion storms.
I swear though, planets are far too difficult to take from players now. I mean, fair enough.. i agree if you're online and get your ship onto the planet along with legion buddies, cool, i can accept defeat their. But when a planet alone can stand against your ship... even with artifacts dropped on top of it... i don't think that's cool at all :/
Call me stupid if you want but i cannot get in line with your thinking of how this can be balanced by artifacts that give 30%/15% bonuses considering the defenses have been buffed so much, i think more artifacts should be thought up with better % to reduction that could counter-act the planetary defenses. Currently i don't really feel like sitting waiting for the guy to take off the defense structures and his legion buddies to get off the planet. First off, no one cares about what rank you are now, or what tech your at either. Your not maxed on either and there lies your problem, a planet is always going to be a match for you. I gaurantee you most any of the dysonians, kaos, coth or a few other can take that planet still with relative ease. Come back when your tech is all maxed out, your a galaxy destroyer and you've poured thousands and thousands and thousands of rank points into crew because you didn't need decks anymore, and your sitting at 10k+ attack, then we can talk. By this logic, you sir, are an idiot. So you're saying you need to be a Dysonian to be able to take a planet solo? LMAO What a failure in the game balance that is... xD
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Tue Jan 04, 2011 3:09 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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I could use 10 spots to get 10 thousand attack. That means you would need 20000 attack to get a 90% success invasion. I'm guessing the highest attack in the game is probably 10k right now and They might have a 20% chance. This is all assuming I don't just stack more structures on the planet to make it totally impossible and that would barely impede my production at all. My best planets still have 18 spots dedicated to cloaking and that won't even defend against a scan blitz of someone much lower level than me and it is entirely ineffective against hacking and it provides no actual defense.
It probably doesn't scale quite so ridiculously at low levels, but it makes the entire concept of defending a planet with your ship pretty pointless and planet defense structures insurmountable.
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Tue Jan 04, 2011 4:08 am |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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SpoonyJank wrote: I could use 10 spots to get 10 thousand attack. That means you would need 20000 attack to get a 90% success invasion. I'm guessing the highest attack in the game is probably 10k right now and They might have a 20% chance. This is all assuming I don't just stack more structures on the planet to make it totally impossible and that would barely impede my production at all. My best planets still have 18 spots dedicated to cloaking and that won't even defend against a scan blitz of someone much lower level than me and it is entirely ineffective against hacking and it provides no actual defense.
It probably doesn't scale quite so ridiculously at low levels, but it makes the entire concept of defending a planet with your ship pretty pointless and planet defense structures insurmountable. This is supposing they managed to reduce the planet to invadable status first... xD
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Tue Jan 04, 2011 4:23 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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SpoonyJank wrote: I could use 10 spots to get 10 thousand attack. That means you would need 20000 attack to get a 90% success invasion. I'm guessing the highest attack in the game is probably 10k right now and They might have a 20% chance. This is all assuming I don't just stack more structures on the planet to make it totally impossible and that would barely impede my production at all. My best planets still have 18 spots dedicated to cloaking and that won't even defend against a scan blitz of someone much lower level than me and it is entirely ineffective against hacking and it provides no actual defense.
It probably doesn't scale quite so ridiculously at low levels, but it makes the entire concept of defending a planet with your ship pretty pointless and planet defense structures insurmountable. Yeah, I guess at high tech levels the buildings scale a lot faster than the weapons; down at my area it's fine though.
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Tue Jan 04, 2011 4:38 am |
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SoulPlay2
Joined: Wed Dec 15, 2010 4:22 am Posts: 427
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i like it i feel it help lower ranks tell the upper ranks to f off when they try to steal there planet..  how ever it only helps a little i think with legion help they could get it easily the main point that i think it helps is for a low invade %.
_________________ Hay! it's soul play You know You love me.
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Tue Jan 04, 2011 8:10 am |
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silentknight
Joined: Sun Aug 01, 2010 3:20 am Posts: 616
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Joppsta wrote: silentknight wrote: Joppsta wrote: lol my ship sucks eh? xD
That's something of a joke considering I pound everyone around my rank and some upwards .. but sure, i'll roll with that.
They still have 2 theory engines active on one planet... fair enough i took that one from them they deserve to retake.
The planet i had taken from myself however, this one has 2 quantum analyzers active and i can deal -3 damage for -200 returned. It's large size.
I seriously doubt calling my ship crap is a good excuse though, I'm loaded out for max bear in attack currently (little defense, fair enough) but the fact i can only deal -3 damage with heavy quantum devs (majority around my rank have this, recently I've been dumping into energy since i sometimes use GP to rank faster).
So in a nutshell, the weapons at hand don't do nowhere near enough damage to a planet, and the cap is pretty much unreachable now for me.. if people defend it correctly. I don't exactly see how you can call this balanced.
Also as for bio vaps, don't you get 5 from missions and NPCs give you them also? Anyway, I'd say calling the planetary defenses balanced is a bit ridiculous. Oh, I did use artifacts btw, Orbital Mass thingy is a new one that reduces attack by 30%. Got plenty of ion storms.
I swear though, planets are far too difficult to take from players now. I mean, fair enough.. i agree if you're online and get your ship onto the planet along with legion buddies, cool, i can accept defeat their. But when a planet alone can stand against your ship... even with artifacts dropped on top of it... i don't think that's cool at all :/
Call me stupid if you want but i cannot get in line with your thinking of how this can be balanced by artifacts that give 30%/15% bonuses considering the defenses have been buffed so much, i think more artifacts should be thought up with better % to reduction that could counter-act the planetary defenses. Currently i don't really feel like sitting waiting for the guy to take off the defense structures and his legion buddies to get off the planet. First off, no one cares about what rank you are now, or what tech your at either. Your not maxed on either and there lies your problem, a planet is always going to be a match for you. I gaurantee you most any of the dysonians, kaos, coth or a few other can take that planet still with relative ease. Come back when your tech is all maxed out, your a galaxy destroyer and you've poured thousands and thousands and thousands of rank points into crew because you didn't need decks anymore, and your sitting at 10k+ attack, then we can talk. By this logic, you sir, are an idiot. So you're saying you need to be a Dysonian to be able to take a planet solo? LMAO What a failure in the game balance that is... xD Ok fine, since you want to resort to calling names, the only idiot here is yourself because you obviously have very little understanding how the game works, and can't see more than 2 inches past your nose. 10-12K might be the highest attack most of the top end ships have in the game...right now. But there is no rank limit in the game, there is no cap on ship attack based on crew, which can also be gotten by artifacts dropped from AP/hour and mobs. Give it 6 months and you'll have ships running around with 15k + attack, and mabye a few with close to 20K if people so choose to go that route. By setting the planetary defense at it's current level, Dan's bought himself about 4-6 months of time before he has to come out with another teir of sheilds tech, or some other means of increasing planetary defense. This is assuming he doesn't come out with another teir of gun tech before hand.
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Tue Jan 04, 2011 4:49 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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silentknight wrote: Ok fine, since you want to resort to calling names, the only idiot here is yourself because you obviously have very little understanding how the game works, and can't see more than 2 inches past your nose.
10-12K might be the highest attack most of the top end ships have in the game...right now. But there is no rank limit in the game, there is no cap on ship attack based on crew, which can also be gotten by artifacts dropped from AP/hour and mobs. Give it 6 months and you'll have ships running around with 15k + attack, and mabye a few with close to 20K if people so choose to go that route. By setting the planetary defense at it's current level, Dan's bought himself about 4-6 months of time before he has to come out with another teir of sheilds tech, or some other means of increasing planetary defense. This is assuming he doesn't come out with another teir of gun tech before hand. I still don't get how you justify your point at all. Agree to disagree but your logic is flawed in my opinion.
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Tue Jan 04, 2011 6:45 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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I could just research better weapons and not install the modules I can't afford if I wanted my planets to be invincible for another year until the weapon tree is expanded again. Barely anyone can afford the upkeep on weapons that even nearly compare to the planet defenses. You have to be ahead by about 5 research tiers how it is. It really only benefits higher levels yet all I see is lower levels content to never invade a decent planet for the rest of the time they can play the game just so they can hold onto some terra planet they will end up finding 10 of later on. After a certain point tactical officers are the only way to increase your attack and to get around this imbalance you would need THOUSANDS of levels of a completely lopsided strategy. It will simply never happen.
It makes fluxing a planet pretty pointless as well.
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Tue Jan 04, 2011 7:20 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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SpoonyJank wrote: I could just research better weapons and not install the modules I can't afford if I wanted my planets to be invincible for another year until the weapon tree is expanded again. Barely anyone can afford the upkeep on weapons that even nearly compare to the planet defenses. You have to be ahead by about 5 research tiers how it is. It really only benefits higher levels yet all I see is lower levels content to never invade a decent planet for the rest of the time they can play the game just so they can hold onto some terra planet they will end up finding 10 of later on. After a certain point tactical officers are the only way to increase your attack and to get around this imbalance you would need THOUSANDS of levels of a completely lopsided strategy. It will simply never happen.
It makes fluxing a planet pretty pointless as well. So basically the best solution is to lower the upkeep on weapons ? Or introduce some sort of upkeep for planetary structures .. rather specifically defenses? I think that would be fairer.
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Tue Jan 04, 2011 7:29 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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well the only invasion buff I've seen is to reduce a planets offense. So that makes defense about as cost effective for invasion defense with the added bonus that weakening the planet will require more energy, but the research tree doesn't go quite as far on shields and you get a building every other time instead of every time. reduced upkeep on weapons would be similar to nerfing planet defenses but it would also let people level faster with NPCs. I just think conquering a planet with no guards and 15% of its space taken up by defenses shouldn't be impossible against someone at your same research level or 2 levels below. A fix could also be done with more artifacts for invasion. Like something that raises your attack by 50% but only for invasion.
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Tue Jan 04, 2011 8:16 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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SpoonyJank wrote: well the only invasion buff I've seen is to reduce a planets offense. So that makes defense about as cost effective for invasion defense with the added bonus that weakening the planet will require more energy, but the research tree doesn't go quite as far on shields and you get a building every other time instead of every time. reduced upkeep on weapons would be similar to nerfing planet defenses but it would also let people level faster with NPCs. I just think conquering a planet with no guards and 15% of its space taken up by defenses shouldn't be impossible against someone at your same research level or 2 levels below. A fix could also be done with more artifacts for invasion. Like something that raises your attack by 50% but only for invasion. Ion Storm Charge - Reduces all defenses of an enemy planet by 15% for an hour. Orbital Mass-Disruptor - Releases an intense electro-quantum disruption at a planet, lowering its attack by 30% for 2 hours. Stryll Pathogen - 200 bonus to planetary invasions for 2 days. Mutagenic Cartridges - Infuses your weapon with powerful virus, giving a 1500 bonus to planetary invasion. Lasts only a short time.
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Tue Jan 04, 2011 8:39 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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ODragon wrote: SpoonyJank wrote: well the only invasion buff I've seen is to reduce a planets offense. So that makes defense about as cost effective for invasion defense with the added bonus that weakening the planet will require more energy, but the research tree doesn't go quite as far on shields and you get a building every other time instead of every time. reduced upkeep on weapons would be similar to nerfing planet defenses but it would also let people level faster with NPCs. I just think conquering a planet with no guards and 15% of its space taken up by defenses shouldn't be impossible against someone at your same research level or 2 levels below. A fix could also be done with more artifacts for invasion. Like something that raises your attack by 50% but only for invasion. Ion Storm Charge - Reduces all defenses of an enemy planet by 15% for an hour. Orbital Mass-Disruptor - Releases an intense electro-quantum disruption at a planet, lowering its attack by 30% for 2 hours. Stryll Pathogen - 200 bonus to planetary invasions for 2 days. Mutagenic Cartridges - Infuses your weapon with powerful virus, giving a 1500 bonus to planetary invasion. Lasts only a short time. And stryll pathogen.. lol, seriously? 200 bonus? Whoop dee doo... you can fit 300 atk in 2 space now. That nullifies the bonus right then and there. The mutagenics you only get a limited amount of them to my knowledge. So your whole arguement's been essentially shot down. Oh, and add the the fact that it costs 8 engineered viruses to get mutagenics makes me wonder if the value of them has truly diminished since 1500 attack bonus on invasion isn't really great now.
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Tue Jan 04, 2011 9:46 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Yeah, I have been thinking maybe they should allow more of the Mutagenic Cartridges, but I'm not sold on the idea either.
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Wed Jan 05, 2011 4:17 am |
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DMDMDM
Joined: Wed Sep 22, 2010 10:35 am Posts: 906
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I don't know how the mechanics work but I can safely say that with 5386 attack vs a total (attack+defense) of 2122 the (failed) attempt had 61% success chance. Also, I am 99.99% sure the debuffs don't work on the "invasion defense" part of defense (i.e. Lazuli Pylon). Long story short, cloaking planets is useless just build defense and forever be at peace. I don't see much of a point in fluxes either to be honest.
_________________"Life is not that complicated. You get up, you go to work, eat three meals, you take a good #&$# and you go back to bed. What's the f@#$ing mystery ?" 
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Wed Jan 05, 2011 1:26 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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DMDMDM wrote: I don't know how the mechanics work but I can safely say that with 5386 attack vs a total (attack+defense) of 2122 the (failed) attempt had 61% success chance. Also, I am 99.99% sure the debuffs don't work on the "invasion defense" part of defense (i.e. Lazuli Pylon). Long story short, cloaking planets is useless just build defense and forever be at peace. I don't see much of a point in fluxes either to be honest. Sweet, thanks for the information. Looking at that, I'd guess it's done like cloak is now, (1 - (planetAttack + planetDefense + invasionDefense)/playerAttack) thus if the combined attack and defense are less than 10% of your attack you'll get the 90% chance.
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Wed Jan 05, 2011 2:24 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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Bumped because i still say that planetary defenses are BS ... maybe make it so there is an artifact you can pick up from NPC drops that removes legion bonus for a set amount of time? That would be a good step toward a more level playing field in my opinion...
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Wed Jan 12, 2011 5:26 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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I might have to agree, I'll use an example though:
8 Heavy Antiproton Cannons gives 2000 attack With full Legion bonus, Antimatter mines give 1200 attack for 2 space
This means that, for 4 space, Antimatter mines give a planet 2400 attack, which I believe will make it impossible to invade for only 4 space, and you can add another one to a really important planet for 3600 attack. Basically, you can make it impossible for someone with the same tech level to take your planet for only 4 space.
That being said, this means you can actually defend your own planets so you don't need to worry about retaking them, which I like. I'm more worried about keeping my planets than taking others, and you shouldn't need to worry about retaking a planet unless you didn't defend it as well as it deserved, which is on you, or if somebody who has a lot more powerful tech took it, in which case you'd never have a chance of taking it back anyway.
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Wed Jan 12, 2011 5:38 pm |
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Joppsta
Joined: Mon Jun 21, 2010 1:52 am Posts: 313
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FerrusManus wrote: I might have to agree, I'll use an example though:
8 Heavy Antiproton Cannons gives 2000 attack With full Legion bonus, Antimatter mines give 1200 attack for 2 space
This means that, for 4 space, Antimatter mines give a planet 2400 attack, which I believe will make it impossible to invade for only 4 space, and you can add another one to a really important planet for 3600 attack. Basically, you can make it impossible for someone with the same tech level to take your planet for only 4 space.
That being said, this means you can actually defend your own planets so you don't need to worry about retaking them, which I like. I'm more worried about keeping my planets than taking others, and you shouldn't need to worry about retaking a planet unless you didn't defend it as well as it deserved, which is on you, or if somebody who has a lot more powerful tech took it, in which case you'd never have a chance of taking it back anyway. I lost a Terra and Oceanic when all this planetary defense buffs occured... and it's not feasibly possible to take it back due to the lack of artifact debuffs. The only way I can think of currently to debuff planets to make it a level playing field is through artifacts... Although, with all due respect to them.. balance is an issue in every single game that is ever played. GL is fairly well balanced in terms of technology but I think planetary defenses need a rethink. I'll be honest when i say I can't think of a straight 100% balance-proof answer but that's why i decided to post this thread. Seems to have been a worthwile endeauvour since i've seen different angles but it still just doesn't sit right that my antiproton cannons cannot take on a planet with 3 mass shields and 2 singularity minefields. It seems a bit of a step in the opposite direction... since then planets are turned into inpenetrable fortresses that require more time and energy than most would like to commit to take over. Add to that the fact that even if you get through all that population.. the odds of you actually having a successful invasion are damn near zero... it's very disheartening.
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Wed Jan 12, 2011 6:02 pm |
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BrianGameAcct
Joined: Sat Apr 17, 2010 9:45 pm Posts: 510
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Joppsta
Just wait until your get better tech and more space on your ship.
You are correct that you need to group attack a well defended planet. I have participated in attacks (and we didn't even get the planet back until days latter) where I was dropping the population only by 1 and taking 600+ hits to my ship. Other members of my legion could only get population hits as high as -10. This planet had more than a 1000 population (was stolen/taken and well defended). We got it down to 1 population and 5 of us tried a total of 8 times and no one succeed invading the planet. I wouldn't worry much about planet attack since an artifact is out their that basically eliminates the planet attack score. Just max out your cloak and defense on your planets and try to keep a low profile.
I'm personally tempted to take a 2x megarich research planet that is large but is held by a player and legion I have no grudge against. Their is no attack or defense on the planet with only 160 cloak. It is maxed out for research. I'm not sure what to do given that clearly this person could care less about this planet given the lack of protection on the planet. I've had this planet in my database since before x-mas.
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Wed Jan 12, 2011 7:00 pm |
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