Developer Blog from October 20: 'Sector Conquest' Evolution

[https://forum.star-conflict.com/index.php?/topic/27867-redesign-the-sector-conquest-system-important-read-this/](< base_url >/index.php?/topic/27867-redesign-the-sector-conquest-system-important-read-this/)

14 Months ago. It’s not exact, but it’s really, really close.
Public queues, influence, the whole thing.

16/10 WELL xxxx DONE. 100%. For real, this is goddamn awesome.

Good I got it right.

But this mean:

Holding a sector by your own is easier(if you have it for a while) as the attacker need to build up influence by themselfs to outperform the holders and so focusing on 1 sector is rather important for an attacker as to split the attacks between different ones.
Holding a new gained sector itself get harder,(new introduced/recently conquered by other not-long holding corp) as the gap to other attackers is rather short(for example old holder 200+50/attacker 1 170+100/attacker 2 50+50 = attacker 1 → new holder).

Seem to be a nice system thought.
At least it doesn’t feel you (damn 100% defense to go down take a long time) or damn only 20% defense left on our sector we will lose it!

Ah… Having re-read the devblog again, I found the catch.

It’s still restricted to the existing timezone system.

 

Guys. Devs. This really, really, really  needs to give players a larger window to play. Dreadnought battle is, has been, and will continue to be the game’s strongest point. Let your players play it more. Seriously. 20 minutes a day is just not enough for what could be the best way to draw attention to the game. People  want  to play this game mode but they can’t. It’s an entire portion of content that people just never see. That’s a tragedy.

I’m considering a reinstall just to play dreads (still can’t stand DvD queues yay) but… for what? One match? That’s just not really all that worth it…

@Ket: What do you think? That a corp have to defend multiple timezones WITHIN a sector?
That’s annoying and exhausting.
In the current version you have multiple timezones to play Dread.

4 minutes ago, Lord_Xenon said:

@Ket: What do you think? That a corp have to defend multiple timezones WITHIN a sector?
That’s annoying and exhausting.
In the current version you have multiple timezones to play Dread.

To play *one round* of dreads. There’s got to be a way to let players play more without making sectors flip too much faster.

One thing: Multiple rounds for attackers.
But they only get 1/x of their influence gain(else it would be exploitable) with x is either a hard factor(4 for example) or either depending on the rounds available due the number of attackers.
Example:

  1. 4 attackers = 3 rounds(+fight against holder)
  2. 6 attackers = 4 rounds(+fight against holder)

So depending on the x factor, 2) yield more(but not so much) as 1) and then the holder has to defend as well.

The thing is: It’s exhausting as 3+ rounds mean more as 1h playtime.

Aww we might lose Barter Zone now :confused: We have held it symbolically to show Radix’s failure for a very long time! With automatically diminishing influence and our current inactivity except four or five people, we stand no chance of keeping it anymore ![:(](<fileStore.core_Emoticons>/emoticons/003j.png “:(”)