Thanks to the super fast galaxy, ive been able to experience planetary conquering from the perspective of the offensive player. My experience in m2 was from a purely defensive perspective. I think having had both perspectives, plus having played Dominions and wow at a high level of pvp, has given me some insight on fixing what is currently broken-planetary invasion.
In m2 i complained that orbital bombardment was too easy. That the planets should be taken via planetary invasion. That viewpoint isnt realistic under the current setup. Once a synthis player has tactical coordination, which gives his defense forces a combat rating of 6(more than a giant), an ods that reduces the invasion force by 50 percent, and 60000 or more troops in defensive bases, taking the planet via ground combat is nigh impossible.
In the current game I am facing that scenario. Canjuaan is synthis, has tactical coordination, has 67000 to 120k troops on planets with 7, 7, 9, and 11 ods. I bombed out the 2 planets that had 7 ods, but it was a painstaking exercise that I assure Joe few will undertake. There needs to be simpler solution, and that solution needs to evolve around the concept that games should be fun!!!
- it must be realized, from the outset, that fleets of ships are the primary means by which planets are defended. Not mines, ods, or defense troops on planets. Those should be there only to delay the attacker a bit so that an offline player can log on and get his fleets to the planet and save it.
If said player has no fleets to send to save his planet, then you have lost. seed ships are a discussion for another day, but if your enemy has fleets of ships and controls space, and you have no ships, then you SHOULD lose swiftly. The epic space battles are over, and the attacker is merely “mopping up.”
A. ODS should be limited to 1 per planet.
B. Once 20 percent of the population has been killed through orbital bombardment, they will surrender. Think wwII, Japan surrendered after 2 nukes. They didnt hold out until they were complately wiped off the face of the earth. people on a planet will also rebel against the inept leaders who failed to protect them and surrender rather than face extermination.
so, once 20 percent of the population has been killed by bombing, an option box will pop up giving the attacker 3 choices:
- Accept the surrender. The planet then will become yours just as if it had been successfully invaded,
- Accept the planet’s surrender, but appoint a pirate governor who will run the planet at a pirate faction(you are planet capped). The pirate faction will have the planet, and be able to launch ships from it etc. A pirate planet can be conquered by any other player.
- refuse to accept the surrender and proceed with the bombing and exterminate the planet.
This will make planet conquest more rewarding in that an offensive player can get planet ownership through means other than an invasion. And with the limit to 1 ods, the attacking player will not have to go through the mind numbing exercise of gaming the ods system.
Some players will say taking planets should be hard, next to impossible to take. No. If you want to defend your planets build ships. If the enemy controls space, then you are royally screwed. All having 11 ods does is make a planet and 100k troops does currently is make the planet impossible to invade. And bombing with 11 ods is simply too time consuming and mind numbing. Trust me, casual players will not and maybe can not do it.
All the current system does is drag out the losing players defeat longer. and it makes the end game no fun for the offensive player who is reduced from hopping 1 planet to the next and engaging in a ridiculously time consuming process to do what is essentially a “mop up” operation.
Outscape cannot go live with planetary invasions “as is.” There is no endgame at present that anyone would be willing to endure.