No Cap on Planet Raids

Post a reply

Smilies
:D :) ;) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :!: :?: :idea: :arrow: :| :mrgreen: :geek: :ugeek:

BBCode is ON
[img] is ON
[flash] is OFF
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: No Cap on Planet Raids

Re: No Cap on Planet Raids

by Travdan » Thu May 27, 2010 4:23 pm

Agreed. The original cap of 10 attackers needs to be in place. As someone mentioned, planets were balanced around this number. There is no reason for this to change.

Re: No Cap on Planet Raids

by JettJackson » Mon Apr 19, 2010 1:27 pm

seeing as there has been no discussion on this id like to bring it back up that the cap on planets is still unlimited, though it should be capped at 10 or 12 to keep a balance of the game, combined with mines being useless the cap being removed almost makes building planets pointless.

Re: No Cap on Planet Raids

by JettJackson » Tue Jan 12, 2010 4:07 am

I think planets 10-12 man cap, ports no cap

Re: No Cap on Planet Raids

by Jester- » Mon Jan 11, 2010 8:02 pm

I agree with Silverx2. Cap should be 10, it's a balance issue. 15 firing on one planet kills it a lot faster with a lot less deaths. Even if you have 15 and 10 firing you still have the loading up advantage.

Re: No Cap on Planet Raids

by SpaceSock » Tue Dec 29, 2009 1:24 am

I suggest this be moved from bugs to suggestion or general :)

Re: No Cap on Planet Raids

by silverx2 » Mon Dec 28, 2009 6:08 pm

planets were balanced around 10 ships. thats why there is a cap on the amount of hangers and what not. if you are going to let 20 guys attack a level 70 planet, there is Zero chance the planet will survive as 20 people will not only negate the 10 turrets hitting every round plus hangers, but also add in the amount of buildings destroyed every round.

Re: No Cap on Planet Raids

by Infinity » Mon Dec 28, 2009 12:02 am

Dread Pirate Roberts wrote: That's a pretty big change and would need to be discussed on another part of the fourm, don't you think?
That's a "huge" change, yet not launching off planets on last shot isn't, so it should be in right away?

Aside from DPR, I dont see the issue, active alliance that gets numbers for OPs should be rewarded. And I am saying this from a position of an OP leader that currently gets the least ships for OPs, so you don't spit me in the eye saying Im biased.

Re: No Cap on Planet Raids

by JettJackson » Sun Dec 27, 2009 6:15 pm

maybe it should be discussed, i think no cap for ports would be a good idea because ur fighting an neutral thing, planets and people probably should have a cap, but id make it 12 not 10

Re: No Cap on Planet Raids

by RCK » Wed Dec 23, 2009 7:09 pm

Dread Pirate Roberts wrote:
RCK wrote:remove the cap all together, shouldnt be punished for having a big fleet IMO
That's a pretty big change and would need to be discussed on another part of the fourm, don't you think?
We just wont tell anyone ;)

then claim it as a bug :P

Re: No Cap on Planet Raids

by Dread Pirate Roberts » Wed Dec 23, 2009 4:06 pm

RCK wrote:remove the cap all together, shouldnt be punished for having a big fleet IMO
That's a pretty big change and would need to be discussed on another part of the fourm, don't you think?

Top