<pre>From: Ilyos, the Arbiter
Subject: Cosmpiercer Updates.
Greetings everyone!
We've made some changes to the way Cosmpiercer battles work and we'd like to share how them with you all. Before we get into this though, I just want to bring up a quick point. In general, if you happen to stumble across a mechanic or system that works in such a way that it brings about some over the top consequences, you can be quite certain that that mechanic or system is probably not intended to work that way. And even if you bug it or issue it, it doesn't mean that it is okay to keep using it until the problem is fixed. We do our best to address all problems as quickly as possible, but while we do so, making use of unintended mechanics or bugs is really not okay.
Onwards to Cosmpiercers!
- The main purpose of guards has been to slow down a piercer's capture and to give defenders the time they need to mount a defense, as well as to separate piercers into tiers of difficulty. This has not exactly been working out as intended so, for now, we've removed guards altogether
- Capturing a cosmpiercer works a bit differently now. In order to assert dominance, you must capture and HOLD the terminals while they completely dismantle the defences and convert the piercer to your cause. Each second a terminal is under your faction's controls, it generates points towards victory. The more terminals you hold, the faster the points accrue. If a faction holds all terminals, point gain is doubled. If the opposing faction gains controls of terminals, you begin to lose points and if the points reach 0, the other faction begins to gain control over the cosmpiercer and they start getting points towards victory.
- An assault on a Cosmpiercer lasts for 30 minutes or until one side reaches its target points. If no side is victorious within 30 minutes, the Cosmpiercer is considered defended.
- COSMPIERCER INFO will now display the assault status of the piercer, in addition to its usual information
Have fun and let us know your thoughts!
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Comments
Edit to add
Without the guards is there a difference between cp levels now, aside from in space?
"They're excited, but poor."
- Ilyos (August 2019)
That said, the balance of power always fluctuates. One day, Song is at the top, some other day Scatterhome or the Ascendancy is. I don't get hung up too much on who is at the top, but I truly think they should have kept the guards and just made them immune to forced movement. Just my opinion.
EDIT: Bah, Cubey beat me to it.
Maybe a guard pack/a straightup buff to all combat parameters/something like that scaling to CP level and population. Or a teleporter room with a shortish (~5m) cooldown that takes defending troops to the CP (offensive side can still leave a wormhole in a docked ship).
Instead, now the attackers have an (almost) automatic point lead for the KotH. Put that on top of battle time selection, and it's gonna be heavily attack-favoured.
Oh, I agree, Zerg Wins is a sad mechanic. I was replying to the insinuation that the changes were made by the admins in order to favour Song, when in fact, it may hurt us more in the long run for having a smaller overall population (although our participation rate is stellar; to the Song players!).
"They're excited, but poor."
- Ilyos (August 2019)
Now the side with the numbers has a far more advantage at the lack of force multipliers.
"They're excited, but poor."
- Ilyos (August 2019)