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June 20, 2013, 02:54:53 AM
01-01-2011
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by Hal
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Author Topic: NAPS and Battle - The Down and Dirty  (Read 2382 times)
Hal
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Hello Dave.


« Reply #15 on: April 28, 2012, 09:48:10 PM »

Attention Space Players:

After some bug fixing, the NAP bounce is back. If you declare a NAP with another alliance then any ships you have on their planets or en-route to there will be bounced back to your territory. It will no longer be possible to sign a NAP en-route and join another alliance as a co-defender.

As before however, if you are kicked or leave an alliance during a battle, your ships in the battle will not be bounced.

I want to personally appologize to any of you who have been blindsided by this doubleteam ability over the past couple of years. This ability must be carfully considered and modified before being implemented again, if ever.

To those of you who loved to use this ability to set up huge, balanced battles, I am sorry, but it had too many negative side effects. It may come again in another form.
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
Completed recently: NAP Bounce bug fix
Updated: May 8th
mavolence
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« Reply #16 on: April 28, 2012, 09:49:20 PM »

DOH!  So much for coming to the aid of a friendly alliance in the midsts of a battle... now only multiple alliances can attack one alliance on a defending system but the defending alliance can no longer enjoy the ability to even the odds with a friendly alliance.

IMHO, this favors the attackers heavily and puts defenders at a great disadvantage if they ever battle near third alliance's border.

I don't know if you would want to go the rest of the way that would only allow 2 alliances to battle each other on their own, and block other alliances from joining in as multiple attackers at the same time in the same battle.

I know some folks did not like the ability for multiple alliances to aid each other in defense... but now this leaves it so only attackers can "Gang (bang)".  So the new twist I guess is... be a LOT more careful where you choose to make a defensive battle.

Every change has its pros and cons... lol

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Hal
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Hello Dave.


« Reply #17 on: April 28, 2012, 10:09:37 PM »

In the end the whole bit about being able to be attacked by the ships of someone that you are NAPed with, only because they are NAPed with the defender also, is what decided me. The whole reason this came into being was due to a bug I couldnt find or fix that stopped the NAP bounce from working. So at the time I decided to make it a feature instead of a bug. Well, I fixed it.

Your comments about this favoring the attacker are true. But that is how space has always been. Not an excuse I know.

I want to re-implement a way to get allies in to help defend, but this way had too many negative drawbacks. What I would like to do is make a new form of NAP, called a MDP "Mutual Defense Pact". You would be able to have one MDP at a time, that would allow your MDP partner access to your border planets to help defend. MDPs would be listed on the Top alliances page as public information and would have a countdown time attached to them before going active (no instant MDP). MDP ships would show up on scouting reports and be treated as defenders in all respects.
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
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mavolence
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« Reply #18 on: April 28, 2012, 10:29:44 PM »

I definitely like the idea of a MDP in lieu of what was before regarding multiple alliances defending together due to the previous NAP bug/feature.

Tanks!
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Hardliner
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« Reply #19 on: April 29, 2012, 05:32:40 AM »

For me this is a major step backwards, as stated before it is now again more unfair as there can be multiple attackers but not multiple defenders.
That means the game is again more unbalanced then before, even with the "buggy" solution.
You suggestion about the MDP sounds good, but it would have been better to go straight fromt he current solution to the MDP and not to make this step back.

What i dont get is why you want MDPs to be public.
« Last Edit: April 29, 2012, 07:09:07 AM by Hardliner » Logged

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Hal
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Hello Dave.


« Reply #20 on: April 29, 2012, 03:47:11 PM »

as a defender of a planet there is no way for you to be completely surprised by the presence of fleets because you can see all the borders. This is not true with an allied defender, as they can approach from another way. You wouldn't know until their fleet comes to say hello. A public MDP will give warning or the possibility.
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The Big Banana Dancing Banana
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« Reply #21 on: April 29, 2012, 06:49:54 PM »

I'm totally with Hal on this. Yes it favours the attacker but as the defender you can always avoid being gb as you know to avoid fighting on your planets that border both enemies. With the rule as it was somewhere you thought was safe due to a nap could end up being a huge trap.

I definately like the idea of MDP though.
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« Reply #22 on: April 30, 2012, 01:53:30 PM »

I disagree on the last 2 post - Fleet with good average stealth can avoid being detected. Also once catch 2 ticks later another attacker can come. In such case the defender can:
1 - retreat with a lots of loses
2 - stay vs numerous enemies.
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asfi25
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« Reply #23 on: November 04, 2012, 06:22:02 AM »

HAL,

as a last, which NAP rules apply?!? The new one or the old one. I mean yestarday we had fight in G169. 3v1 battel. Then MAV's alliance signed NAP with ally 1. The battel was on planet of ALLY1. When MAV's alliance signed the NAP they basiccaly started shooting on us and SFF, EVEN if we BOTH had NAP with MAV. However, previously in the game I signed a NAP with another alliance and my fleets were on their planet. But then 2 ticks later, my fleets bounced back. is there any 3rd type on NEW NAP rules again?!?

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Hal
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Hello Dave.


« Reply #24 on: November 16, 2012, 08:28:17 PM »

it should be back to the old way!  Head banging
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
Completed recently: NAP Bounce bug fix
Updated: May 8th
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