ACS Attack...

#1
Hey... i was wondering what everyone thought about the ACS attack, who likes it, who doesn't...

input from Zorg himself would also be nice... (for example how far along it is, how it might work, the pros and cons of it.)

........................................

I think it would be great to have an ACS attack system... although i do think it would need a couple things that would make it so that attacks could not be to strong...
Leader of Eldrith Pirates

Re: ACS Attack...

#2
To my understanding ACS Attack and Defense both are same mechanismS, the diff is you attack on an enemy planet or moon while defend on a friendly planet or moon. So the strength should not vary, it would be unfair. Yah, to have that ability will surely lessen the number of bullies around. And it would be more interesting, say your are returning from an attack/raid mission (very happy of the success :)) and you got ninja by enemy ACS Attack at the returning planet. No way to avoid catastrophe, other than really good planning to counter that Ninja.

One question though, how the Deuts are going to be supplied to the fleet while doing ACS attack?
For defense the defending planet supplies the deut, how will it happen here?
Barbaric nomad causing P-A-I-N.

Re: ACS Attack...

#7
It says that for each lvl upgrade you get to send 10.000 more deuts to the orbiting fleet. But in reality I was informed that only lvl one is good enough for any size of fleet. Thus implies that no deut is send to the orbiting fleet while defending. Well at least that's what I heard.
Barbaric nomad causing P-A-I-N.

Re: ACS Attack...

#9
yyyxxxzzz wrote:To my understanding ACS Attack and Defense both are same mechanismS, the diff is you attack on an enemy planet or moon while defend on a friendly planet or moon.
From what i understand, you're saying that you send your fleet to a planet and it sits there for an hour or whaterver the time is? So then, your allies could send fleets to help you. Is that correct? And does your fleet attack once when it first arrives or what? because then it would be nearly impossible to attack together with other people. The other option of that would be attacking when you leave, which wouldn't work either as the times would be hard to line up. I believe the best way for ACS attack to work is for one player to create one on one of their planets. He/she can then set the time until the fleet launches. Other players and allies can then send their fleets on an ACS attack mission to this planet, where they will wait with the first person's fleet until launch. So there would have to be two options for ACS attack, create and join. Also, the mission cannot be canceled until the fleet launches and you click recall. All ships at the planet show on esp reports. This adds the risk of getting your fleet hit while still gathering your forces. This also allows for the fact that the developers decide to implement the deut cost for ACS missions. The planet where the "create" mission was chosen would supply the deut to all fleets, which requires an ACS depot. Of course, that's not a factor yet, i believe, as ACS defending is still free. Thats how I think it should work. Anyone have any thoughts/comments?
yyyxxxzzz wrote:say your are returning from an attack/raid mission (very happy of the success :)) and you got ninja by enemy ACS Attack at the returning planet. No way to avoid catastrophe, other than really good planning to counter that Ninja.
That would be the same devastation as having gumppy pulling a ninja on you :shock:
Forum Moderator: The Chill One ~ Gale Points: 52
Image
The only thing standing between me and immortality is death.

Re: ACS Attack...

#10
KarrothMelu wrote:From what i understand, you're saying that you send your fleet to a planet and it sits there for an hour or whaterver the time is? So then, your allies could send fleets to help you. Is that correct?
Yes that's what I ment and that's what it says in the manifesto.
KarrothMelu wrote:And does your fleet attack once when it first arrives or what?
It work just like the way normal attacks work, just the ACS fleets are joined together to make bigger fleet. The duration for the fleet to stick together is set by each joining player at the launch pad. Say three players are joining force one ACSs for one hour the ohter sets it for two. Then the first fleet will leave ACS after one hour and the second will leave after two, if any of it is left behind ;) The attack time is set to a common time line say gmt, each attacker will set their fleet to arrive at the planet at the right time by adjusting their fleet speed or launch time. It is not that complected. Just add the travel duration as a offset to the current time result the attack time.
KarrothMelu wrote:Also, the mission cannot be canceled until the fleet launches and you click recall.
While in any type of ACS mission once you reach the destination you cannot recall. To my opinion it should be allowed, you should be always allowed to flee from a battle. It's a cowards approach but a damn good scenario to catch double agents, if there is any.

Well that's what I felt for replies.
KarrothMelu wrote:That would be the same devastation as having gumppy pulling a ninja on you :shock:
Well if he does so, I would have nothing to do but sit and watch, I would be really disappointed of his sportsmanship though. But, I believe he is a better warrior than a regular Joe who chops around every where.
Barbaric nomad causing P-A-I-N.
cron