Author Topic: Warp Gates with multiple players  (Read 1779 times)

Offline DakaSha

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Warp Gates with multiple players
« on: March 20, 2012, 08:13:21 am »
So after years of owning this I started my first MP game with a friend but I have no idea how the warp gates work in mp :P

Do we need to leave 1 warp gate next to each of our territories or just next to 1 of our territories to achieve the bottleneck thing?

If we leave just a single warpgate next to my territory will the AI send unannouced waves to my friend?

Offline Shrugging Khan

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Re: Warp Gates with multiple players
« Reply #1 on: March 20, 2012, 08:29:51 am »
Interesting question. I never played MP.

Are MP waves planet- or player-specific?
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Offline DakaSha

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Re: Warp Gates with multiple players
« Reply #2 on: March 20, 2012, 08:35:12 am »
They come at the same time and attack 1 of our planets each. Judging by this behavior I'm fairly sure we both need to create separate bottlenecks but I wan tto be sure. We have a very early assualt on a level IV planet planned and if we can create a single bottleneck that would be nice :P

Offline Kittens

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Re: Warp Gates with multiple players
« Reply #3 on: March 20, 2012, 08:37:57 am »
You don't need separate bottlenecks. If you leave only one warp gate standing next to your territory, all waves will come through there.

Offline x4000

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Re: Warp Gates with multiple players
« Reply #4 on: March 20, 2012, 08:43:15 am »
You don't need separate bottlenecks. If you leave only one warp gate standing next to your territory, all waves will come through there.

Exactly so.
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Offline DakaSha

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Re: Warp Gates with multiple players
« Reply #5 on: March 20, 2012, 08:53:41 am »
ah cool. easy defense it is then (well easier... eaves are of course 2 times the size :P )

thx

Offline TechSY730

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Re: Warp Gates with multiple players
« Reply #6 on: March 20, 2012, 09:19:29 am »
ah cool. easy defense it is then (well easier... eaves are of course 2 times the size :P )

thx

Yea, as the game goes on, the combination of freed ships waiting to pop in and how tough waves will get later on will begin to challenge even the best built chokepoints.

Typically though, you want to keep the AI from getting "mad" enough to do that.

Offline Nodor

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Re: Warp Gates with multiple players
« Reply #7 on: March 20, 2012, 09:55:04 am »
I strongly suggest letting waves hit multiple locations.   Getting 12K ships from one wave set (4 waves for a 2 player game, about 2K ships per wave, but doubled for the vicious raider) on one planet at 250-300 AIP, can be worse than Exo-galactic strikes.   

Assuming you coordinate, split targets means you can both send your fighters to deal with the bomber wave on target B and your bombers to deal with the missile frigates on target A.   Of course, since you have double the number of waves.. you may need to do this to survive. 

At 4 players during the mid/end game, you really want 8-12 "likely" targets with a reasonable distribution of forts, mines, & turrets etc, and you take everything adjacent to, and heavily defend your factory 4's, your homeworlds etc.




Offline TechSY730

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Re: Warp Gates with multiple players
« Reply #8 on: March 20, 2012, 10:00:30 am »
I strongly suggest letting waves hit multiple locations.   Getting 12K ships from one wave set (4 waves for a 2 player game, about 2K ships per wave, but doubled for the vicious raider) on one planet at 250-300 AIP, can be worse than Exo-galactic strikes.   

Assuming you coordinate, split targets means you can both send your fighters to deal with the bomber wave on target B and your bombers to deal with the missile frigates on target A.   Of course, since you have double the number of waves.. you may need to do this to survive. 

At 4 players during the mid/end game, you really want 8-12 "likely" targets with a reasonable distribution of forts, mines, & turrets etc, and you take everything adjacent to, and heavily defend your factory 4's, your homeworlds etc.

True about the concentration of waves sometimes being a bad thing, but at the same time, you can no longer concentrate your defenses. At this point, you really need to analyze the AIs you are up against and determine, based on their type and unlocks, whether multiple waves spread across into smaller groups is more deadly, or whether multiple waves concentrated into a single area is more dangerous.

And even if you do spread out potential targets, there is still the chance the AIs will decide to all target one planet, especially for AI types that fiddle with the probability distribution of choosing which planet to hit (like bully or assassin)

Offline zoutzakje

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Re: Warp Gates with multiple players
« Reply #9 on: March 20, 2012, 10:00:53 am »
yeah I had some fun with warp gates in multiplayer as well. I was playing a 7/7 game with a friend a while back and he seemed to be getting most of the waves. He was an inexperienced player so the waves were slowly starting to get the best of him (no, I wasn't fighting against Bully). I told him to destroy every single warp gate surrounding his planets so the waves would come at me. We kept doing that for the rest of the game and it worked out pretty well. He had time to figure things out, while I would deal with the waves and whatnot.

Offline DakaSha

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Re: Warp Gates with multiple players
« Reply #10 on: March 20, 2012, 10:16:47 am »
I strongly suggest letting waves hit multiple locations.   Getting 12K ships from one wave set (4 waves for a 2 player game, about 2K ships per wave, but doubled for the vicious raider) on one planet at 250-300 AIP, can be worse than Exo-galactic strikes.   

Assuming you coordinate, split targets means you can both send your fighters to deal with the bomber wave on target B and your bombers to deal with the missile frigates on target A.   Of course, since you have double the number of waves.. you may need to do this to survive. 

At 4 players during the mid/end game, you really want 8-12 "likely" targets with a reasonable distribution of forts, mines, & turrets etc, and you take everything adjacent to, and heavily defend your factory 4's, your homeworlds etc.

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