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Re: pulse check
Posted: Thu Jun 12, 2008 11:25 am
by High Empty
Instead of reducing the happiness from 100 to 25%
increase the range from 100 to 200.
Having people spend stupid amounts to increase isn't a bad thing it's makes for an interesting wave.
Re: pulse check
Posted: Thu Jun 12, 2008 11:31 am
by Borek
High Empty wrote:Instead of reducing the happiness from 100 to 25%
increase the range from 100 to 200.
Having people spend stupid amounts to increase isn't a bad thing it's makes for an interesting wave.
The bonus is way too much, players are neglecting UP to get happiness because it is actually more effective to maintain a top happy rank than it is to have 50% more UP and 50% less happy. It wouldn't be so bad if the market didn't have free miners for everyone to buy on a daily basis, UP is almost completely worthless atm, happiness is 50x more useful.
Re: pulse check
Posted: Thu Jun 12, 2008 11:36 am
by knight
I've got a solution (I think).
Move the decimal point on happiness.
Example: 1.095 instead of 1.95
Then you will not have 75k politicians in a 120k army.

Re: pulse check
Posted: Thu Jun 12, 2008 11:50 am
by DrDread
I don't think there is anything wrong with the Happiness bonus or the amount of politicians a players can have.
The issue for me is having a way to balance that tactic.
We need politicians to be vulnerable.
Which means more AT for massing and a higher kill rate on those defenseless politicians.
In Main, if you have more than 20% of your army as killable units you can expect to be 'educated' by someone.
If someone wants to risk that with politicians in Quantum that is their choice(risk), but we should have the ability to punish it.
In other words, it is good to have 'great gain' from taking a risk, but the downside should be 'great loss' if caught at it.
Re: pulse check
Posted: Thu Jun 12, 2008 11:52 am
by Borek
Yeah, that's why i suggested it maxxes out at 1.25 instead of 1.99, more than your suggestion, but still much less than now and certainly low enough to bring the importance of UP to that of happiness.
Re: pulse check
Posted: Thu Jun 12, 2008 12:08 pm
by DrDread
What if we got rid of the Happiness ranking system?
Instead, the effectiveness of politicians can be another Tech.
Then it operates the same as spies.
More you invest-better they are at their job.
Re: pulse check
Posted: Thu Jun 12, 2008 12:47 pm
by High Empty
Bah i like the system
Scar, if admin got you 3k turns per day, would the happiness system be fine. Cause then you could just mass someone if you really wanted too.
Re: pulse check
Posted: Thu Jun 12, 2008 12:48 pm
by High Empty
Then again it's bloody funny
having 50 supers. and 30000 politicans LOL
great fun.
Re: pulse check
Posted: Thu Jun 12, 2008 1:01 pm
by Borek
no, the happiness system isn't fine as i have said, the bonus is clearly way too much, otherwise people wouldn't have such stupid numbers of pols. it should be another ranked stat, not a ranked stat that affects income and UP so dramatically that is is more important than any other stats. It was still overpowered last wave, but at least pols were limited to 10% of army and with standard weapons people had sufficient supers to mass them, especially with so many AT's available.
This wave they are completely overpowered because you can't kill them very easily, can't get enough turns to try in most cases, and the happy level being used twice in the multiplier means the shear amount of happy you get per turn makes it next to impossible for anyone to catch up without also training up tons of pols. When you add in the fact players can just buy large numbers of miners each day off the market then it means even UP is largely pointless, at least compared to happiness.
Re: pulse check
Posted: Thu Jun 12, 2008 1:08 pm
by High Empty
Bah 4k miners isn't large by anymores, buying them isn't worth it. Period.
Secondly
The way happiness is set up right now, if one were to train 10k supers, ( which don't need to be armed btw) they could then mass the politicans, further it's really plays hell with happiness levels, with the new attack procedure in place.
I'm ok wasting those 10k units for the simple reason, it shouldn't be EASY to mass someone, shouldn't be too hard but shouldn't be easy.
Having thought of that. I would really love for the unit's display " that shows howmany enemy units you killed to include the spy count and the politican count. " and somehow to see howmuch un happiness you caused to the guy you just hit"
Re: pulse check
Posted: Thu Jun 12, 2008 3:34 pm
by Quagmire
the era is fine! leave it as is, quantum era is made so every era is different, stop trying to change every little detail.
Re: pulse check
Posted: Thu Jun 12, 2008 6:51 pm
by High Empty
Quagmire wrote:the era is fine! leave it as is, quantum era is made so every era is different, stop trying to change every little detail.
agreed BUT
more turns!
Re: pulse check
Posted: Thu Jun 12, 2008 8:00 pm
by lilith
Quagmire wrote:the era is fine! leave it as is, quantum era is made so every era is different, stop trying to change every little detail.
Actually most of the stuff we mentioned aren't 'littl'e details' but things Jason said he was considering to keep also in following waves. The market system, Happiness.
Besides, he asked for our input didn't he?

Re: pulse check
Posted: Thu Jun 12, 2008 8:02 pm
by HippyFool
I don't mind the current happiness system as it is!
what makes it bad is the fact that we dont have enough turns, and we cant mass people that have stupid amounts of politicians!!
If politicians were easy to mass (not easy but at least doable) then it would be more of a 'massive risk for massive gain' - and anyone that trained a huge amount that they shouldn't logically be able to defend will be massed because of it.
This in itself should solve the happiness issue... personally i think this insane battle for top happiness where people are pumping more than half their armies into pollys is funny lol.
Wave isn't perfect. Lots of flaws. But i'm still having fun

Re: pulse check
Posted: Thu Jun 12, 2008 8:08 pm
by Lord Khnum
This wave has become too strange and the lack of Attack turns has turned it into a slow paced game mired in confusion. Instead of playing we spend more time trying to figure out how to trade around the inadequatcies, so I agree with the suggestion its time to "back up and punt". I cannot figure out what it needs, but it needs something. Since it seems the remainder of the wave will be mostly trial and error and debugging, it seems the wave has been lost already.
What it doesnt need is any more time trying to figure it out, I'll have to give up on Quantum until it returns to some kind of normalcy. Normally I am a "debugger" at heart but this one has gotten out of hand and is unplayable as is. Sorry, but I am not one to give up on a good challenge just every now and then the challenge holds no interest any longer. I have said before the Forums were more interesting than the game, which is really the most peculiar thing of all!!
See you when the kinks are worked out !!