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Re: Planet IPCRESS :: Apr 7, 2010 @ 6:32pm

Cabin Boy suicider577

Joined: Aug 23, 2009
Posts: 8

Good thread.
Re: Planet IPCRESS :: May 26, 2010 @ 11:36pm

1 Stripe Admiral pk.esparano

Joined: May 16, 2010
Posts: 77

This is an amazing thread.  Almost everything you say here is spectacular, especially the last post on page 9. Reading this thread is a must for anyone who wants to play 2v2. The only thing that I would say is that every game is different. Two identical circumstances very rarely come up, and you have to know how to adjust your strategy according to your unique situation.  However, these are amazing guidelines that should be followed a large majority of the time.  I really learned a lot that I hadn't even thought about before.  And nice writing, might I add.
post updated on May 28, 2010 @ 7:34pm
Re: Planet IPCRESS :: May 28, 2010 @ 3:53pm

Cabin Boy montycantsin

Joined: Oct 26, 2008
Posts: 26

Great thread. Very inspirational.
Re: Planet IPCRESS :: Jun 6, 2010 @ 2:25pm

Captain roxie

Joined: Apr 3, 2010
Posts: 1089
Location: poyf

very gret thread
really taught me how to actually play 2v2 :)
Why I Hate You! :: Jul 19, 2010 @ 1:37pm

1 Stripe Admiral ipcress

Joined: Feb 7, 2009
Posts: 852
Location: IPCRESSBlog.com

I'm posting it AGAIN because it's so frustrating having to lose this position over and over because you kids CAN'T FIGURE IT OUT!

The moment the opposing team captures a planet, you guys launch ALL-OUT to try and capture it.  You do this repeatedly, regardless of position.  In the diamond starts, you always attack AWAY from your partner (that would be ME,) splitting your team's forces and then wasting all your ships against an invulnerable position.

Meditate on this for a few seconds:



Yellow and White are on the same team.
Yellow "goes fer teh clusterz" and launches nearly all his ships AWAY from his partner, attacking two planets.  This leaves White alone to deal with Blue.  

In five seconds, Yellow/White have exchanged nearly all their ships with the enemy.  Blue/Purple have a 50% advantage in production, and with minimal ships on the board, this is a winning advantage.

Yellow/White must concentrate on winning IN THE CENTER and NOT go after the cluster in the North:



GET IT?

Then STOP doing it!!

Here's a screenshot showing the same thing:



Ugh...  
Blue sends all his ships NORTH and away from his partner's forces.  He should be attacking WEST.

And AGAIN:



Can you SEE the problem here?
If you CAN'T, then you're too stupid to be playing the game!
Blue sends all his ships SOUTH and away from his partner, White.  
The arrows show where Blue/White SHOULD be attacking.

STOP "going fer teh clusterz" the instant the screen opens 
AND LOOK AT THE POSITION!!

Try working with your partner for a change instead of trying to instantly win the game with you awesum microing skilz.
Re: Planet IPCRESS :: Jul 19, 2010 @ 2:11pm

Lieutenant zmar01

Joined: Jun 6, 2009
Posts: 237

i think on both screenshots the 2 players are doing alright for the situation their in.

Other than that blue on the second should have 100% and should have 0 ships in his planets.


On the first it looks like blue has pretty much secured the top 2 planets.
And he doesnt need to send any more ships up there.

But he has red incoming that he should be able to hold off if he doesnt send any more attacks.
and whites planet is safe.

So what will happen is red will only have the 3 planets and blue and white will have the north the east and the south.


on the 2nd if blue had those 8 ships en-route instead of in his planet then the south would be under blue control.

White needs to be on 100% but not for too long, those 8 ships need to be hitting the green cluster but no more after that. becuase you risk losing the planet soon.

As long as white does not lose that planet too easily and gets blue support.

But the 2nd game is the one your going to lose becuase blue does not have enough ships south to secure the position, he needs to be sending 100%. That is the only reason.
blue is clearly close to securing the south.

on the 1st game all that needs doing is whites send 75 or 100% to the red cluster.
blues dont send any more ships north and take the orange planet. then make sure you dont lose any more planets.


And on the diagram you have to take into account that purple will support blue.
So you must both send your ships to wherever the enemy ships are not going and send 100% or at least 90% which is several 75% swipes

but yes the blue planet would be a good choice
Re: Planet IPCRESS :: Jul 19, 2010 @ 3:32pm

1 Stripe Admiral ipcress

Joined: Feb 7, 2009
Posts: 852
Location: IPCRESSBlog.com

zmar01 wrote:

i think on both screenshots the 2 players are doing alright for the situation their in.



I stopped reading here.

As with the rest of this thread, I'm trying to explain a CONCEPT and you kids are just NOT getting it!!  Instead of trying to understand what I'm trying to say, you just post some ridiculous analysis trying to prove I'm wrong.  

Posting here is such a waste of time. 

In this position, Yellow blunders and loses the game:



If you can't see this is a BAD move, THEN YOU DON'T GET IT!!
post updated on Jul 19, 2010 @ 3:41pm
Re: Planet IPCRESS :: Jul 19, 2010 @ 6:29pm

Ensign fresh_frenzy

Joined: Oct 14, 2009
Posts: 38

I appreciate your efforts IPCRESS

I sometimes think that no-nonsense articulate, slightly abrasive attitude you have is refreshing. 

On the other hand, I bet I wouldn't be able to stand you in real life ; )
No offense, but it's not like you care one way or another, you are just trying to teach uncouth uncaring TEENagers how to play something you care so passionately about, you're willing to take time out of YOUR day to beat it into their abnormally sized skulls. 

So F.Y.I future posters, let IPCRESS do what he does best and shut your yaps; he's not interested.
Re: Planet IPCRESS :: Jul 19, 2010 @ 6:51pm

Cabin Boy marky1991

Joined: Nov 8, 2009
Posts: 856
Location: Douglasville, GA

"uncouth"

Because galcon is the height of refinement...

"...uncaring TEENagers..."

Age is irrelevant.

"So F.Y.I future posters, let IPCRESS do what he does best and shut your yaps; he's not interested"

I would say that if he isn't willing to defend his ideas, he shouldn't post them. However, this problem has appeared before and nanno has basically declared this thread to basically belong to IPcress. So, you're right, but only because of nanno. Anyway, I'll be leaving now. There is no need to be rude btw. 


edit: Mentioned rudeness.
post updated on Jul 19, 2010 @ 6:53pm
Re: Planet IPCRESS :: Jul 19, 2010 @ 8:24pm

Ensign fresh_frenzy

Joined: Oct 14, 2009
Posts: 38

Hey I was going for sly wit. Don't get offended guys, it's just you have to see it from his point of view, it's his board and he likes his ideas. If you want to debate and he's not receptive, either stop and pity the fool or start your OWN rival thread. Tinny did that and it was quite successful IMO.

EDIT: I'm the same age as you marky so take the age comment with a grain of pepper :p
post updated on Jul 19, 2010 @ 8:27pm
Re: Planet IPCRESS :: Jul 19, 2010 @ 9:43pm

1 Stripe Admiral periwink

Joined: Mar 31, 2009
Posts: 322

I kind of understand how he thinks now.
Just let him post in his thread and stop filling it with useless posts.
Re: Planet IPCRESS :: Jul 19, 2010 @ 10:11pm

1 Stripe Admiral ipcress

Joined: Feb 7, 2009
Posts: 852
Location: IPCRESSBlog.com

There is no strategy going on here:



White/Yellow are merely flinging ALL their ships head-on at the enemy position.  They're trying to "capture everything" with their 200 ships, which is ridiculous.

Rule:  If you are down in territory, you are NOT to force a massive exchange of ships!  

Once all the ships are exchanged, the enemy's 3-2 advantage in planets becomes decisive!  With 400 ships on the board, a 3-2 advantage in planets is NOT decisive, and you have time to maneuver and catch up.  But, instead of carefully exchanging ships and trying to implement a STRATEGY, you kids immediately spaz out and start mashing giant fleets against each other. 

You won't attempt securing this position, because IT'S DIFFICULT TO DO!



It's difficult because the three target planets are spaced far apart, which means there must be a controlled exchange of ships in order to hold them.  If everyone's zooming around like a retard with 70-ship fleets, the position can't be held. 

The only way to carefully exchange ships IN A CONTROLLED MANNER is to start with 25% shots. 

Again:

The only way to carefully exchange ships IN A CONTROLLED MANNER is to start with 25% shots. 

NOT 50% or 75%.

TWENTY-FIVE PERCENT!!!

And that's even MORE important when there are only a few planets in play, such as this position.  

Rule: In 4- or 5-planet openings, starting with 25% shots is absolutely essential!  You can gear-up as more planets get into play.

The REASON WHY you all start with 50% and 75% is because you have no clear strategic understanding of what to do, and you figure you can simply FORCE your way into the position you want.  So, you throw ALL your ships at teh cLuzter and hope you get lucky.  And sometimes you DO get lucky--but that's all it is: luck.  And it's a crappy game!

Take your Ritalin or your Abilify, or whatever you're being prescribed--and CALM DOWN and figure out the position!!
Re: Planet IPCRESS :: Jul 19, 2010 @ 11:07pm

Cabin Boy harmful

Joined: Sep 15, 2009
Posts: 11


.
post updated on Jul 19, 2010 @ 11:15pm
Re: Planet IPCRESS :: Jul 19, 2010 @ 11:17pm

1 Stripe Admiral odessa

Joined: Jul 18, 2009
Posts: 43
Location: I'm IPCRESS

Harmful = Era = Retard
Planet IPCRESS :: Jul 21, 2010 @ 8:12pm

1 Stripe Admiral ipcress

Joined: Feb 7, 2009
Posts: 852
Location: IPCRESSBlog.com

My new avatar.

Re: Planet IPCRESS :: Aug 19, 2010 @ 12:23am

3 Stripe Admiral esparano

Joined: Nov 5, 2009
Posts: 138

Depending on the situation and starting position, it can be right to send a 50% at your closest enemy and another 50% at your partner. This way, your 25 support will arrive quicker than the enemy's support, and you can turn it around quicky if the position is wrong. If you don't need to turn it around, you might have to send even more ships to your closer enemy or float to keep him occupied while your partner finishes up. If your closer enemy decides to support his teammate, you have to match that support, disregarding your previous 25 support! This is essential or else your original support is useless. Remember, you hmust secure the better position, so don't be afraid to use 75 or even 100% if the situation calls for it (Say, if your closest enemy throws 100% at the better position, throw 75% to the better position, 75% at his planet, then 100% at the better position. If the opposite position is drastically larger, then you can throw 100% at it.)
     @ipcress: Speed is such an important factor in this game that you simply can't ignore it if you want to win. This is in part a numbers game! Your strategy is impeccable, but you are so afraid to use a higher % that you can't properly execute your strategies. This is why players who are much less intelligent are able to mathematically overwhelm you. This is why some players can use your own strategies more efficiently even when they don't fully understand them. You could be such an amazing player if you sped up the pace. At first it might seem haphazard, but eventually you get more accurate and precise and can move much more quickly without errors. I'm not trying to argue with you and I know that I'm not the best 2v2er, but you should consider the possibility of it.  And this is coming from someone who really respects your strategies since you helped me greatly improve in 2v2. I try to use some of your strategies in game, but I ignore your starting % because I realize just how important speed is in this numerical game.

    Also, one unrelated point: you talk about how bad attrition is, but you have to realize that it has VERY strategic uses! If I am receiving support from an ally, massive attrition makes the support MUCH more effective, provided I don't overdo it and settle that side before the support arrives. *Most times that I have an advantage in production, attrition is once again a GOOD thing. It makes my production advantage an even larger advantage. Of course you shouldn't do it unless you have the same or a greater number of ships than the opponent, and of course an advantage in production (or if receiving support). This is even more effective in 1v1, but I'll stay away from that topic.  If you use attrition wisely, it becomes a very useful, strategic tool, and not just a method that 100%-tards use.
post updated on Aug 19, 2010 @ 1:06am
Re: Planet IPCRESS :: Aug 20, 2010 @ 1:19pm

1 Stripe Admiral ipcress

Joined: Feb 7, 2009
Posts: 852
Location: IPCRESSBlog.com

Esperano, I'll explain this again.  I know that people here have already heard it over and over, but maybe if I post this in several different ways it may begin to resonate with some people.

There is a certain mechanical aspect to strategy games where "I do this" and then, "You do that."  You can memorize opening moves for Chess and Go and develop a formalized understanding of how things move around, etc.  However, there's a certain conceptual understanding which goes along with that rote strategic understanding.  Nearly everyone here sees the game in the same way--and I understand how they see it.  You don't have to explain to me your view of the game.  It is YOU who cannot understand what I'm talking about.  And the reason WHY you don't understand is because you have TO PLAY IT in order to really understand it.  You guys don't play it.  So, you don't understand.  The reason WHY you don't play it is because you're all so afraid of LOSING and falling in rank.  Well... you ARE going to lose.  You're going to lose A LOT before you get it.  So, GET OVER THAT and start thinking differently.  TRY to understand the concept here and then go out and make use of it.

Rule Number 1:
When two planets exchange ships, it makes no difference what firing ratios each player chooses--both planets will end up with the same number of ships.

Understand?  If you fire 75 and I fire 25, we EACH lose 100 ships.  Your having fired MORE ships gives you no advantage as the ships exchange 1 for 1, regardless.

Rule Number 2:
In an exchange between two planets, if the total number of ships in the air is greater than 100, then you will swap planets and initiate a "flip-flopping" between yourselves.  So, if you fire 75 ships and the other guy fires 50, you'll take each other's planets.

Rule Number 3:
In an exchange where both players are flopping back and forth with large firing ratios, the player who initiates the exchange will develop in strength.  This is because he captures first and for a while has two planets producing.

Rule Number 4:
IF YOU PLAY THIS WAY, launching your ships instantly and swiping FAST are the keys to winning.  Especially the launching first part.  

These are basic laws of Galcon mechanics and I understand them.  I understand the benefits of "playing fast" in a game where everyone else is playing fast.

However, YOU do not understand the benefits of playing more conservatively, or, "proportionally," as I usually call it.

The "Lag Advantage" only applies when players are swapping planets with large firing ratios. 

I'll repeat that:

The "Lag Advantage" only applies when players are swapping planets with large firing ratios.

For example:
I can take THREE shots using 25%.  That means I can carefully deploy 60 ships and leave 40 on my home planet.
I already know that my opponent is going to send 50 ships at me the moment the screen opens.  But, I'm 5 seconds away from him and this will give me the 10 ships I need to defend myself.  Yeah, it's CLOSE, but tie goes to the defender as the attacking ships take a second or two to "buzz" in. 

His attack FAILS and 100 ships are taken off the board.
I have deployed 60 ships into the battlezone, but my opponent has left himself with 50 to send into the battlezone.  So, I KEEP my home planet and proceed to exploit my 20% advantage in shipstrength in the battlezone.
The tiny "speed advantage" my opponent had was WORTHLESS compared to the 10 extra ships I was able to get into the fight before him.

Get it?

Probably not.  The only way you're ever going to understand is to PLAY IT.  And that means 25% default firing ratio.

I can play with 25% for most of the game and use 50% to finish up. And I win most of my games.  I start every game with two 25% shots and then gear-up depending on the number of planets in play.  If I can capture a planet at the start and split my forces 50/50, then I can send out even smaller fleets using 25%.

YOU people move around in giant globs, so you're always overcapturing.  You'll send 50 ships to take a planet with 5 guys on it.  Stupid.  Now you have too many ships on one planet and your forces are lopsided.  So, you have to QUICKLY zoom them back into battle.  The more unbalanced your forces are, the FASTER you have to move in order to compensate.  But, you can't move fast enough to beat someone with his forces properly balanced.

Alright.  That's enough for now.  I've said it all before, anyway.  You want to be a better player: start using multiple fleets and firing more accurately.  You kids never try anything new.  You just do what everyone else does.  Nearly everyone uses the same strategy.  They capture a planet or two and then mass all their ships together for a giant banzai charge.  It's retarded.  And it makes for a crappy game.
Re: Planet IPCRESS :: Aug 20, 2010 @ 1:48pm

Cabin Boy txgangsta

Joined: Mar 12, 2007
Posts: 3206
Location: On the road again...

IPcress, I have a few questions. Is it ever ok to bonzai charge someone? Such as if the opponent over-spends at the beginning? When is playing the attrition game a good idea?


One strategy I sometimes implement in Galcon is where you move lots of ships forward, over capturing planets, toward the opponent. Would this ever be useful in iGalcon (especially against 100% noobs)?
post updated on Aug 20, 2010 @ 3:10pm
Re: Planet IPCRESS :: Aug 20, 2010 @ 3:13pm

3 Stripe Admiral esparano

Joined: Nov 5, 2009
Posts: 138

Ipcress, you always say the same thing over and over. I understand everything you just said and I ALWAYS try to take planets with the least ships possible. However, firing three 25% shots is ONLY good in theoretical circumstances. And as far as this junk about me being a rank whore and not playing the game, I DO play the game and I'm not a rank whore. (except the time I got GA, lol..)
    You group me in with the other stereotypical 100%/75% noobs, when I am clearly not one of them. I play most of the game with 50%, and I change %s VERY often. I DO use 25% sometimes, and i DO use 75% sometimes. There is a time and place for EVERY %. If you stick to using only two of them, you have a huge disadvantage. You have many tiny fleets that are harder to control and redirect. I understand that it allows you to take planets with a minimum number of ships, but you very often don't send out enough ships to take them! Your strategies work wonders against 100% noobs, but they fail against any better player who knows how (and when!!) to switch %s quickly and efficiently.
     And as far as what I said about attrition, you didn't even acknowledge that. You saw the word "attrition" and went off on a rant about banzai charges. Please read that section over again until you realize that I am talking about using attrition to a strategical advantage. I'm not some noob who runs around with huge fleets in the air all the time. I actually know what I'm talking about, so please don't say "all you kids" when referring to me.
     Don't give me speeches on basic Galcon rules that I already have figured out. Is there something I overlooked about attrition? Because it seems like an extremely useful tool to me (of course IN THE RIGHT CIRCUMSTANCES!!!).
     My other main arguement was that it is ok to use 75% or even 100% in very select circumstances, when you absolutely NEED to get that firepower out QUICKLY. Another side arguement was that you must match your closest enemies' support exactly, in addition to the original 25%. Please address these topics only.

And txgangsta, banzai charges work very well in fusion because people can only move so fast. In iGalcon, there are very few planets, a small screen, and faster ship speed, so it doesn't work as well.. It can work sometimes, but I find it much more useful in Fusion.
post updated on Aug 20, 2010 @ 3:22pm
Re: Planet IPCRESS :: Aug 20, 2010 @ 3:39pm

Lieutenant the_musician

Joined: Apr 2, 2009
Posts: 559
Location: the.musician.is.in (at)g

Content removed by Author
post updated on Aug 31, 2010 @ 2:50pm

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