[Beta 6] Tiles adjacent to HQ are no longer protected - [FIXED]

Hey!

Pre beta 6 the tiles adjacent to HQ's used to be protected for 60 seconds after founding and nobody but the owner of that HQ could claim them. This is no longer the case in beta 6. Hopefully it's a bug and not a feature and things will get back to normal soon'ish. 

Thanks and have a nice day.

74,091 views 18 replies
Reply #1 Top

Should be in the next next_version.

Reply #2 Top

Great! Thanks, Soren! 

Reply #3 Top

Still no working.

Reply #4 Top

The rules have changed so that only tiles with resources are protected. Is that working for you?

Reply #5 Top

Yes, I looked closer and it seems to work the same way as it works in single player. The timer is shorter, so it confused me. Sorry about that.

Reply #6 Top

What's the radius for protected tiles?

I had an issue with it the other day. I was watching a very small crater with 3 carbon tiles and nothing else in it (it was too small to found inside). Right before I clicked an expansive player founded outside the crater several squares away and all but 1 of the carbon were protected. The only way I knew it was protected was that after i founded i tried to put a mine on it and it told me there was a cool down. There was no visual clue or I wouldn't have founded there in the first place. We were still pretty far apart and on opposite sides of a crater and I couldn't get access to the resources that weren't that close to his HQ.

 

Could we fix this so that it's visible for all protected tiles as soon as they found? I only saw the cool down number for the ones directly around the base.

 

 

Reply #7 Top

4 hexes so it seems. I think I like this change. It makes sense. However, it will make maps with only 1 patch of aluminum/iron/carbon even more broken. And the timer is only visible for your own tiles, not opponents' tiles. The latter, however, is an easy fix, I believe.

 

Reply #8 Top

It's 5 hexes from the center of your HQ.

Reply #9 Top

Quoting InSyncOTC, reply 7

And the timer is only visible for your own tiles, not opponents' tiles.


This! This one was my issue. If you can't see which tiles are protected by your opponents then it creates a real issue. When you're making split second founding decisions based on other people founding you need to know whether to pull the trigger knowing you can get the resources you think you can get. I would like to see that someone is protecting tiles before I found and get stuck because the resource was on the edge of that protected realm. When i founded in that example I gave earlier there was no indication that the carbon was protected. it was 4 hexes away and nothing that the expansive player would be interested in at founding.

 

As Insync mentioned this is good solution to prevent people from founding RIGHT next to each other (especially in quickmatch) but it might create another problem if resources aren't more evenly distributed. If there's only 1 patch of iron and 1 good carbon spot nearby in a quickmatch all you do is found expansive, squash most of the iron, and make sure you found close enough to that carbon triangle to lock them out for awhile. Game over.

Reply #10 Top

Yeah, I posted a screenshot earlier with the only aluminum patch on the map. Who do you think won, the expansive that squashed all of that aluminum leaving only enough for himself or... anyone else? No offworld rush problem in that game.  :grin:

Reply #11 Top

That seems like way too much protection. It makes it more of a crapshoot regarding who clicks first and so on...

Reply #12 Top

Well, if resource gen were well balanced, that would be quite an awesome solution. But as it is right now, this is hit or miss.

I do like though, that now you can actually rely on the resources you're counting on when you found and not to have them hijacked by someone's jerk move. If you really want the tiles next to your opponent's HQ, you can sill get them with a little delay. Shorter timer makes it so you won't be too much behind.

Reply #13 Top

Quoting InSyncOTC, reply 10

Yeah, I posted a screenshot earlier with the only aluminum patch on the map. Who do you think won, the expansive that squashed all of that aluminum leaving only enough for himself or... anyone else? No offworld rush problem in that game.  :grin:

There might have been core samples in that game. It could have conceivably remedied the problem (small % chance of happening but hey....)

Reply #14 Top

Nope, no CS. :(

Btw, I've met your buddy high carbon today. So they are still there, just hiding. 

Reply #15 Top

I met some high carbon too, they were isolated, but they were there.

Reply #16 Top

InSync was that me? I remember doing that to someone and then having two aluminum auctions and a random aluminum surplus happen in that match -_-

Also truth on the high carbon. Is that luck or has the terrain gen changed in beta 6 without me noticing?

Reply #17 Top

based on my experience the resource seeding algorithm has been changed for QMs

Reply #18 Top

Quoting theSpinCycle, reply 16

InSync was that me? I remember doing that to someone and then having two aluminum auctions and a random aluminum surplus happen in that match -_-

Also truth on the high carbon. Is that luck or has the terrain gen changed in beta 6 without me noticing?

No, I think that game was against Loader. But hey, it's great almost poetic when jerk moves get punished! As long as I am not the jerk. :P 

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