Mental_Patient

Player elimination is flawed.

Player elimination is flawed.

I love playing this as multiplayer, but the player elimination conditions aren't really clear, or bugged.

In some cases, I've seen a player been eliminated when the homeplanet is destoyed. This is what I expected to be the elimination condition, and it's also the one who is the best one.

In other cases, I've been forced to bomb every planet, and kill every ship to get the elimination done, in the last game the other guy refused to quit after his partner got destroyed, and set his captial ship to phase around the universe, just to troll us on a useless hunt when we already had every planet in the game. This is really unneccesary, and extremely boring. The game is already over when you've maniged to take his homeplanet. The homeplanet can even be shifted to another one as it's being attacked to prevent an elimination.

Fix this please, I doubt there's many that has the patience to sit 30 min+ after the win is sealed, just because the elimination conditions are flawed.
26,368 views 33 replies
Reply #26 Top
Options are good. I've seen several good ideas here, and I don't think they need be one over another.

The two that stand out in memory from reading the thread are:

1) Homeworld based Defeat.
Great idea. Please, let us have this as a toggle before game begins whether we use this method, or go for the current 'total annihilation' method.

2) Timer to Recap a Planet or Lose.
Another great idea. Let us again toggle it on or off pre-game, and if toggled on, give us a range of options, perhaps 5, 10, 15, 20 minutes would be suitable and adequate options. I can't see anyone reasonably desiring less than 5 minutes or more than 20.


So again, GREAT suggestions here, but they need not compete. Toggles and options ftw! Oh, and actually, the defeat condition based on no longer being able to colonise is also a grand idea. Perhaps another possible defeat condition option. (Options are great!)
Reply #27 Top
Elimination! ^^
Reply #28 Top
interesting
Reply #29 Top
Good point. Of course, defending against a Novalith is very easy.
Wait, what? Defending against a Novalith was easy? I thought there *WAS* no defense against a Novalith. You can't shoot down or intercept the projectile, and there's no structure anyone can build which specifically counters it. The TEC Planetary Shield only reduces the pain, and that's only available for TEC. There *IS* no defense against the Novalith other than to destroy it, and if you're able to casually blitz and destroy them at whim before they can get off a single shot, you've basically already won. The only thing you *CAN* do against Novaliths is just to recolonize and suck it up, since the Novalith doesn't actually harm your logistical or tactical structures, just the planet. Or is there a trick to this I haven't found?

1) Homeworld based Defeat. Great idea.
This would be a terrible idea, considering how trivially ANY planet can be destroyed, unless homeworlds somehow gained special distinction from the capital and special defensive abilities against being wiped from the galaxy in 2 shots.

It really breaks down and fails on large games with a full load of players. It's pretty stupid to be told to go attack a target that isn't a threat to your ally that is on the other side of the galaxy.
Is this single player? I wasn't aware human players depended on missions for acceptance of terms with each other. In single player, it's nigh-impossible to peacevictory with more tha one other player, since you only get a peace win when you ally with everything and they ally each other. I've tried it: I had peace treaty with both of the other AIs in the game. It didn't end, they were intent on killing each other.

Reply #30 Top
in the last game the other guy refused to quit after his partner got destroyed, and set his captial ship to phase around the universe, just to troll us on a useless hunt when we already had every planet in the game.This reminds of me the infamous game sore losers would play in StarCraft called "Hide the depot."


I loved playing hide the depot.
Reply #31 Top
All I really want is for players to be considered "defeated" and lose all their units/planets when they disconnect/leave the game. That way you don't have to go around destroying the planets of someone who left the game an hour ago just to get a win.
Reply #32 Top
how about this:
Once a player looses all their colonies they are considered eliminated BUT they can continue to play with everything they have left, they may even recolonize a planet, but no matter what they do they are still eliminated as an empire so they dont need to be killed again for the last remaining team/player to win. This would allow the defeated player to continue playing, but they cant win (so either they play for fun or leave). Think of them as pirate bands
Reply #33 Top
in the last game the other guy refused to quit after his partner got destroyed, and set his captial ship to phase around the universe, just to troll us on a useless hunt when we already had every planet in the game.This reminds of me the infamous game sore losers would play in StarCraft called "Hide the depot."we called it "hide the farm" since i don't know anyone that actually called supply depots supply depots in starcraft. it was an effective strategy against sore winners, of which starcraft had many.


I called the Depots!! I also called them AC Boxes cuz they looked like my old AC machine i had in my room.