Accelerated Start is coming to town! The Accelerated...

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1333 days, 23 hours, 29 minutes ago
View big beefer's profile
big beefer
Accelerated Start is coming to town! The Accelerated...Write Reply
Accelerated Start is coming to town!

The Accelerated Start feature will now be included in system-created games. This will allow you to play your first few turns right away, without having to wait for the other players. After you finish your fist turn, just select 'End Turn' and you'll go directly to your second turn, etc. for the first 3-5 turns, depending on the game settings. This will make games a little shorter my letting you play the early, less complicated turns very quickly. And get to the more interesting parts a little faster too!

Mentor vs. Midshipmen games and Beginner games will accelerate the first 5 turns.

Other system-created games will accelerate the first 3 turns.

The following game types will not use Accelerated Start:
Classic
Slow
Melee
Team

You should see this feature popping up in newly created games. Existing games will not be changed. To see if a game is using this feature, you can check the description or the settings list.

We will also make this setting available for custom games in the near future.
1333 days, 22 hours, 7 minutes ago
View rudel's profile
rudel
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
5 turns is quite long, what happens when a Falcon finds your Base and does RGA on it within those turns? What's with Borg probes snacking your natives? A Privateer finding your Base?

Basically what happens if two races meet within the first five turns?

I still think it's a great idea, just curious how this will work.
1333 days, 21 hours, 53 minutes ago
View gnerphk's profile
gnerphk
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
Very well, I think. We've seen a fair amount of testing.

I'm probably going to sit back and watch a while myself, but -- this ought to be interesting. :o)
1333 days, 20 hours, 20 minutes ago
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frostriese
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
I played in the Test games ... the setting there was 10 turns. 5 turns seems ok ... Hyperships are critical, but the Dev Team implement a conflict solving routine.

Give it a try ... you have a nice jump start in a game with your own pace :-)
1333 days, 19 hours, 55 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
Nice for the MvM and Beginner games.
Let's see what it means for Standard where hypers and MBRs are sent out in T2. As the first turns were daily this doesn't remove so much delay. But it's something new to think about, always nice :) Choosing the open space route for your LDSF/STF in T3 is possible now if in T4 the ship is hidden again?
BB, could you provide a bit information what fast start exactly means for combat and visibility? Does fast start = 3 mean that first sensor sweep results / ship sightings are generated in T3 or in T4?
1333 days, 19 hours, 34 minutes ago
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mcnimble
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
Warning: negative post

"it's been tested"
"there's a conflict resolution routine"

So what *is* it? How does this accelerated start *work*?

Can the devs please write documentation when they make new features? It's not that hard when you do it while writing (adjusting) code, really. Just because you have volunteers does not mean you have to let them do reverse engineering.

Right now, I've heard of someone building 6 freighters in one turn in a particular blitz; the only reason I can think of is a broken fast start. 'Coz I don't recall having heard of a ship building bug in THost/NU ever before. I'm sure the bug is fixed but see the top of my post. NB: bug may have had another cause. If so, consider me bashing that cause.

On top of that I doubt you can ever write conflict resolution that makes everybody happy. For a net benefit of... 3 turns? In my book, that sounds like "not worth the code/complexity".

I will definitely sit back and watch this, and I seriously hope I can see when the actual hostrun has happened, so I can make my next turn *after* it.
1333 days, 18 hours, 56 minutes ago
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frostriese
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
BB post some informations in the activity feed of the test games ... unfortunately these private games are already deleted - and I didn't move the mail notifications not into my mail archive

@BigBeefer: please post that information here again to keep the crowd calm and busy :-)
1333 days, 10 hours, 12 minutes ago
View whisperer's profile
whisperer
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
@Mcnimble,

Conflict resolution can get complex, especially if you let it go too long before resolving them. I believe that's why the default settings of 5 turns (beginner games) and 3 turns (other games) are used. In most instances, there won't be any conflict to resolve.

In addition, this is a step towards having fully populated MvM games. If a Midshipman doesn't make their initial turns fast enough, the player could be dropped and reset to the initial state, opening up a position for another Midshipman.
1333 days, 9 hours, 30 minutes ago
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hays
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
In acceleration manner, i expirienced if players bank turns in early phase it does not affect next host. Its counting down till next host, even over 100 hours to next host and all have green end turn set.
So a group of players could finish a system generated match bit faster than the set 3 host runs a week.
May be?
1333 days, 9 hours, 30 minutes ago
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hays
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
In acceleration manner, i expirienced if players bank turns in early phase it does not affect next host. Its counting down till next host, even over 100 hours to next host and all have green end turn set.
So a group of players could finish a system generated match bit faster than the set 3 host runs a week.
May be?
1333 days, 8 hours, 43 minutes ago
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ericlavigne
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
This sounds like a valuable improvement for beginner games. It's so easy to take the first turn in 5 minutes, get bored waiting a whole day for the next turn, and think you can handle 8 games at once.

Of course I'm also interested in the conflict resolution, but I assume that will change a lot over the next few months to smooth out the experience.
1333 days, 7 hours, 7 minutes ago
View big beefer's profile
big beefer
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
Yeah, sorry I didn't explain much above. Ideally, this isn't a feature where the details matter too much. You just play your first few turns like you normally would, only faster. But it's fair to ask so here's some more info:

An example game with Accelerated Turns 3 would go:

- You join and make your moves for turn 1
- You click End Turn, host calculates only your moves, and you receive turn 2
- You make your moves for turn 2
- You click End Turn, host calculates only your moves, and you receive turn 3
- You make your moves for turn 3
- You click End Turn, this time your turn is just marked ready and you wait for the host like normal
- When this host runs, all the player positions are merged and all objects are now active and visible. Note that this happens before the turn is processed, so it is possible to engage in combat, sweep/hit mines, sensor sweep planets, etc.

In this example, for the first 2 turns, no one can see anyone else. No planets, no ship, no minefields. It's like they don't exist. So in these turns some things like RGA, sensor sweep, cloak, and other things that interact with other players won't have much point.

At the beginning of turn 3 host run, everything becomes visible. This is when the conflict resolution occurs, and it is very simple. For any planets currently owned by more than 1 player, the one with the most clans gets to keep it. And the planet will be as it was from their perspective. So they only have the buildings, minerals, supplies, starbase, etc that they developed. Other than that, everything is just plunked down on the map and the turn runs as normal.

And just to comment on why we've done this, the suggestions above are correct in that this is primarily targeting beginners, especially the MvM games. We're hoping that letting the players develop a little more at first will engage them more, and help reduce the early drops that MvM games see.

And hopefully as a side-effect, it will keep beginners from joining too many games and then burning out or having to drop some.

For the upper-level games, it's just a nicety that shaves a couple days off the game. We may run some experimental games to see how raising the value a turn or two works, but with a setting of 3 any effects on the game itself should be very minor.
1333 days, 6 hours, 13 minutes ago
View whisperer's profile
whisperer
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
@Big+Beefer,

> For any planets currently owned by more than 1 player, the one with the most clans gets to keep it.

Do the racial ground combat advantages come into play here?
1333 days, 6 hours, 9 minutes ago
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rkious
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
He said no when we were doing a test game.....
1333 days, 5 hours, 58 minutes ago
View big beefer's profile
big beefer
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
@Rkious is correct. Racial modifiers do not matter, nor does any planetary defense modifier. Also, no clans are lost, since it is not a combat, just a comparison. The player with the most clans carries on as if nothing ever happened, and the player(s) with less will show the planet as unowned (though the owner can be detected in the usual ways later in the turn).

While there was a lot of this in the test games, they were setup for exactly that purpose. In real games with these settings, it is expected to be quite rare.
1333 days, 5 hours, 4 minutes ago
View marklein's profile
marklein
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
If the slowest player still plays one turn per day (like before this change) then it will still take 3-5 days before you can play again until he/she catches up. Or the same if somebody doesn't like their starting position and drops...

I'm not saying that every game will be like this, I'm just saying that I hope the devs didn't spend too much time on this feature when there's bigger fish (bugs) to fry.
1333 days, 3 hours, 44 minutes ago
View gnerphk's profile
gnerphk
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
If this helps the MvM games, it's high priority in my book. Anything that helps that setting to function makes it so.

MvM is the best new-player retention tool we've got here. I'm thinking that Academy will make for an excellent recruiting tool, but MvM is nevertheless essential due to the staggered tutorials and personal assistance available within the games.

Player attrition is a constant on the site, and we need to maintain some recruiting presence in order to counter it.
1333 days, 3 hours, 42 minutes ago
View big beefer's profile
big beefer
RE: Accelerated Start is coming to town! The Accelerated...Write Reply
#Marklein, I'm not sure I follow. Was your example of a game without Accelerated Start?

With Accelerated Start, the first "real" host run (the one where the turns are combined) is scheduled the same as it would be normally. That will generally be 24-48 hours from the time the last player joins the game. Players have until that time to get their first 3-5 turns in.