Merge Planets

What do you want to see in the game? what can be improved? any suggestions welcome here...
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GeneralChaos
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Merge Planets

Ok i know this has been brought up before, but i never really thought how it would work until i played another GW style game recently,

And in that game you have the ability to Merge any 2 types of planets

It adds a unique twist to the planets, as it would allow ANYONE to have a dual planet no matter what there size, without having to build 800k fleets to mass it, or to spend $$ for it.

Some will say that the big guys will have 10 dual planets then, where this maybe the case, it would cost a fortune to build a defense on each planet to protect it, unless they where buying USS and then they are only getting 60 merlins a week + the Market Merlin so 65 Merlin a week, at a cost of at least 30 merlins to protect them a week, so i dont see it happening.

( in short if someone is willing to pay $100 a week to protect there planets good luck to them ) for everyone else it makes it even and fair.
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[BoT] Jason
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Re: Merge Planets

Protecting ten duals would require 50$ a week :)

As you can ppt 4 days leaving 3 days which requires 30 days of merlin
Which means you still need 10 1,720 mil UP planets to run effectively

[spoiler]Ultimate Supporter Bonuses ($50)
Instant 14,000,000,000,000 Naquadah
Instant 16,000Attack Turns (Attack turns are converted to Naquadah and Untrained if the recipient is in the Pergatory Realm)
Instant 16,000,000 Untrained Soliders
Instant 100% (of normal initial capacity) increase to your offsite Naquadah storage (ie - the 'bank' - for you, as of last turn, this would be an increase of 419,126,620,202). REMEMBER - the bank size increases/decreases with your income.
Instant 3651 to Untrained Military Daily Production
30 Days worth of power to your Merlins Planetary Dimensional Shifting Device (MPDSD) that can protect planets from attack.
One additional race change 'count' and one additional name change 'count'.[/spoiler]

So I like the idea quite a lot. Would need a merging price though and maybe a weekly limiter


Edit:Also no UP incomes
Last edited by [BoT] Jason on Fri Jul 15, 2011 5:47 am, edited 1 time in total.
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Feb 06, 06:16 Field Marshall Attack defended 15 88,977,968 0 x,x62,635,278,400 900,114 details

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Iƒrit
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Re: Merge Planets

[BoT] Jason wrote:Protecting ten duals would require 50$ a week :)

As you can ppt 4 days leaving 3 days which requires 30 days of merlin
Which means you still need 10 1,720 mil UP planets to run effectively

[spoiler]Ultimate Supporter Bonuses ($50)
Instant 14,000,000,000,000 Naquadah
Instant 16,000Attack Turns (Attack turns are converted to Naquadah and Untrained if the recipient is in the Pergatory Realm)
Instant 16,000,000 Untrained Soliders
Instant 100% (of normal initial capacity) increase to your offsite Naquadah storage (ie - the 'bank' - for you, as of last turn, this would be an increase of 419,126,620,202). REMEMBER - the bank size increases/decreases with your income.
Instant 3651 to Untrained Military Daily Production
30 Days worth of power to your Merlins Planetary Dimensional Shifting Device (MPDSD) that can protect planets from attack.
One additional race change 'count' and one additional name change 'count'.[/spoiler]

So I like the idea quite a lot. Would need a merging price though and maybe a weekly limiter

actually you can get by for less :smt047

When at 10 Duals
65 Merlins from USS x1 + Infusion Bonus x7
60 Merlins from MTs
125 Merlins/month

$50 Cost of USS
$10 Cost per of Infusion Bonus
$120 Cost/month

Cost of merlins in a month for 10 duals is 120 merlins.
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Re: Merge Planets

If everyone has dualls ... why would people still steal them ?

(Apart from an enemy dumping them after he took them from you.)


Merlins would get used far less.
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Re: Merge Planets

Nostra wrote:If everyone has dualls ... why would people still steal them ?

(Apart from an enemy dumping them after he took them from you.)


Merlins would get used far less.



Im willing to bet they wont, who is going to leave a 1trill covert/500k Up planets off merlin, NOT a dam soul in this game.

The other game i play does allow for income/up duals, ( and i know there are income/up duals in Main right now ) so i see no reason why not, if someone is going to have them, for me they just paint a nice big target on there account that says farm me hard.
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Re: Merge Planets

GeneralChaos wrote:
Nostra wrote:If everyone has dualls ... why would people still steal them ?

(Apart from an enemy dumping them after he took them from you.)


Merlins would get used far less.



Im willing to bet they wont, who is going to leave a 1trill covert/500k Up planets off merlin, NOT a dam soul in this game.

The other game i play does allow for income/up duals, ( and i know there are income/up duals in Main right now ) so i see no reason why not, if someone is going to have them, for me they just paint a nice big target on there account that says farm me hard.

far as I know admin removed them all but 1.
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Re: Merge Planets

GeneralChaos wrote:
Nostra wrote:If everyone has dualls ... why would people still steal them ?

(Apart from an enemy dumping them after he took them from you.)


Merlins would get used far less.



Im willing to bet they wont, who is going to leave a 1trill covert/500k Up planets off merlin, NOT a dam soul in this game.

The other game i play does allow for income/up duals, ( and i know there are income/up duals in Main right now ) so i see no reason why not, if someone is going to have them, for me they just paint a nice big target on there account that says farm me hard.


Yeah big juicy planets would still get targetted for theft :)

I like the idea of being able to make more of them.
But wouldnt it lead to making them less special ? and would it perhaps lead to admin getting to sell less of them ?

I dont hope they should be made with money xD

The idea is nice, but has some snags.
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Re: Merge Planets

what is the price for merging a dual then? If you could just merge planets when you want to, stats are pretty easy to get up, so it would render the term 'dual' a bit un-special if you can just pop them out when you want to. And i doubt many people would protect them as much as you would with the a current dual, for aforementioned reasons. Not sayings its a bad suggestion, i wouldn't mind it in play, but it will kill most of the idea behind the dual in the first place.
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Re: Merge Planets

well, just make them worse then normal dual planets, so you have

- normal planets
- merged planets
- dual planets

e.g. when you merge two planets, they loose 50% of both stats and have increased upgrade costs aswell as defense costs. This could compensate the huge advantage of merging them but still keeps it attractive as it's always easier to protect less planets.
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GeneralChaos
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Re: Merge Planets

If he makes a merged planet worse off than a normal dual, no one will bother with them, so it becomes a pointless update, it would i guess make them less "special" but go spy the top 1000 people and let me know how many Duals are out in the open...
Deep within Noob Cave, you find a strange pool filled with a glowing blue liquid. You think back to what your mother told you about unfamiliar liquids found in caves.

You're pretty sure she said "Drink it! What's the worst that can happen?"
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Re: Merge Planets

I like how everyone is looking at this with $$ in mind, we all suddenly become the admin? :smt017 I appreciate there are server costs and jason needs people to pay but c'mon can't we discuss making this game better and let Jason worry about tweaking the cost impact?

I think it's a good idea GC. I agree with Reschef though, the merged planets should have increased upgrade costs (but not defense) and a 50% loss of both stats when merged - though I imagine this % will need to be worked out and tweaked
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