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Re: Income
Posted: Wed Dec 31, 2008 7:22 pm
by Midnight
Sounds very like miners.
Just make them killable (only a tiny percentage per turn) as when someone invades chances are more than just the army is getting killed.
So when you attack someone, it kills a tiny percentage of their income production system (however it gets setup) so that way they can't immediately buy their stuff back next turn.
Re: Income
Posted: Thu Jan 01, 2009 4:28 pm
by Iƒrit
just curious as to why people want every single unit type to be killable....
Re: Income
Posted: Thu Jan 01, 2009 7:20 pm
by Lore
Ifrit wrote:just curious as to why people want every single unit type to be killable....
Its the only way to actually hurt an account, and the only way to win a war.
Mainly
I don't have an issue with lifers, as long as there is some check kept on them. Some balance.
Re: Income
Posted: Sat Jan 03, 2009 9:04 am
by anh yeu em
Everything killable is actually a good way to have a ascended like server......
Basicaly a server where only UP matter............
Or, a server were an alliance dominate all other peoples.
Re: Income
Posted: Sat Jan 03, 2009 10:25 am
by Nostradamus
Not quite so.
If no trades are allowed it's much more difficult for an alliance to gain control of the server.
With trades the alliance[s] with most [U]SS (assuming SS is needed for trading) + time online (either more members or members who stay online almost 24/7) will win.
Let's just give you a quick example : an alliance with members who can trade between them can very simple move the naq around so ALL of them have pretty much the same UP. UP is going to be very important in the beginning (compared with later stages) and naq is going to be scarce but by having the same UP you get the most benefit for the buck .... if all can trade they can have a member on PPT at every given time and use him as a bank .... which is safer and eliminates the 5% losses and can do many more things which an alliance without full trading can not do or they do it less efficiently .... and with limited ATs efficiency COUNTS.
Re: Income
Posted: Sat Jan 03, 2009 11:00 am
by Cole
Just get rid of raiding, keep banks, and make miners produce as much as uu do, so no "heavy incomes", that way; also, no epic failed server (that nobody plays) like what ascended server used to be, will be created.
Re: Income
Posted: Mon Jan 05, 2009 12:57 pm
by adminGary
We are currently balancing income.
Untrained, offence and defence all generate naq.
Offence and defence will generate more naq per turn than an untrained unit.
If you attack, the naq generated by your offence will be reduced, the more you attack the less naq you get.
If your attacked, the naq generated by your defence will be reduced, the more you're attacked the less naq you get.
All racial bonuses to offence, defence, covert, and naq generation will still be in affect.
Re: Income
Posted: Mon Jan 05, 2009 3:54 pm
by David Bliss
So...If attackers aren't able to be killed, then a player will always have some sort of income even if all defenders are killed, So...If i kept 0 def. and put everything into attackers and just attacked everyone i would never lose my income because it is in attackers which can't be killed....tell me if im right now not...
Re: Income
Posted: Mon Jan 05, 2009 3:55 pm
by Iƒrit
from my understanding everything on your account is at risk...
Re: Income
Posted: Mon Jan 05, 2009 7:17 pm
by adminGary
At this stage untrained isn't attackable, I'm currently thinking things over about account destruction.
Offence is killable, they die when you attack someone.
Re: Income
Posted: Mon Jan 05, 2009 7:30 pm
by Lore
adminGary wrote:At this stage untrained isn't attackable, I'm currently thinking things over about account destruction.
Offence is killable, they die when you attack someone.
Thats just it, if you dont attack someone, or only attack 0 def dead account then your ATT is unkillable. In war you will see people with 90% ATT accounts as you can not touch them, and they will mass entirer alliances so others can farm them.
It a flaw we see in SGW now all the time.
The income is an intresting idea tho
Re: Income
Posted: Mon Jan 05, 2009 7:35 pm
by ramen07
Lore wrote:As for your idea, sounds good. Just keep in mind with everything killable, and no bank incomes will be low, techs will be hard to come by, maybe a mantanace cost might be a bit much?
if incomes are low, how will anybody get anywhere? if you have no naq to take from anyone else, and your own naq prod is horrible, the game will be brought to a standstill with a few early players with high defs being the perpetual winners.
Re: Income
Posted: Mon Jan 05, 2009 7:38 pm
by Lore
ramen07 wrote:Lore wrote:As for your idea, sounds good. Just keep in mind with everything killable, and no bank incomes will be low, techs will be hard to come by, maybe a mantanace cost might be a bit much?
if incomes are low, how will anybody get anywhere? if you have no naq to take from anyone else, and your own naq prod is horrible, the game will be brought to a standstill with a few early players with high defs being the perpetual winners.
how did they afford those high defenses?
high defense means low attack.
cause and effect.
You can make tech cost astronomical, or lower incomes, its the same effect.
Re: Income
Posted: Mon Jan 05, 2009 7:42 pm
by ramen07
Lore wrote:ramen07 wrote:Lore wrote:As for your idea, sounds good. Just keep in mind with everything killable, and no bank incomes will be low, techs will be hard to come by, maybe a mantanace cost might be a bit much?
if incomes are low, how will anybody get anywhere? if you have no naq to take from anyone else, and your own naq prod is horrible, the game will be brought to a standstill with a few early players with high defs being the perpetual winners.
how did they afford those high defenses?
high defense means low attack.
cause and effect.
You can make tech cost astronomical, or lower incomes, its the same effect.
so we will have a bunch of low strike low def players attacking for small amounts of naq all the time? sounds fun until someone breaks the system
btw i see many people now with high defs and strikes.
Re: Income
Posted: Tue Jan 06, 2009 3:03 pm
by semper
I like the not immune to hits bank. I think thats a great idea.
As for income coming from defending units...did I miss something... is income coming from UU as well? I presume.. or just defending units?
A decreased income from them depending on recency of attack is realistic. I mean I would have it reduced to a good 90% for the turn after and reduce the reduction so many % every turn after that, but at the same time, to allow for recovery and counter attacks I would severely reduce the effectiveness of covert operations after a successful attack to display awareness to the potential enemy strikes and to allow people to farm to get naq back for repairs. Otherwise, with a defence gone, income seriously reduced and say most attacks weapons destroyed, people are going to end up being literally stranded for turns at a time without anything to possibly do, or at this system, they could easily be sat upon with no way out.
Thats also, at the moment, assuming there is not going to be a PPT or SS, like the really old days of SGW.