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Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:03 am
by Sarevok
IMHO, anything that brings some strategy into this game would be most welcome by me. Wasting thousands of AT to mass a defense, cause you can, to me, shows no skill...
If they had to have a defense of their own, then it would make them think 2x, since that defense can now be taken out, and if they don't log in, then they'll start loosing out also. Though, I'd suggest this NOT taking affect during PPT.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:05 am
by RoKeT
that wouldn't be as bad aslosing the miners aswell that would bring the skill needed in this game up 10 TIMES wat it is now i think it's a great idea and needs to e thought about in debt with admins
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:14 am
by Ĕɱƿŷ
IMO no def means you shouldn't be able to attack.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:15 am
by RoKeT
who cares about that then people could have one uu trained and one deffense weapon lol that woudlnt' bother ayone either but risking losing my 100 plus million miners... that would be way scarier
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:16 am
by Sarevok
Or, means you can have your attack target just like defense
I mean seriously, if i was going to war, and they had nothing to defend against me with, why wouldn't i go after what they use to attack me as well?
(They use ships to attack me, but no defensive cannons, why no go on-board and blow-up the ship i say!)
-Edit for new post-
yes, that's why Semper's idea is a good one. A proportion of defense needed to sustain your miner/lifer base. (simplified) Like 1b Def / 1m UU [approx 6k super defenders/1m armysize/miners(lifers)], it's like 0.6% of army size, whom can't commit that really...

Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:17 am
by RoKeT
thats another good idea after the deffense is gone you can go for there attackers that would be a great idea too
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:30 am
by Byrnes
I HATE THIS IDEA WE NEED SOMETHING THAT CANT BE KILLED
And to be honest i think alot of people would quit.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:35 am
by the grim reefer
ToToRo wrote:thats another good idea after the deffense is gone you can go for there attackers that would be a great idea too
or make defenders and attackers share the same weapons on a ratio basis of maybe 5 to 1 ie. if you want an offence you gotta have a defence and vice versa hence sabbing could disable one wep used by both att/def and def/att must be maintained if you want to mass or defend being massed.
the main drawback would be raiding but im sure theres a way round that.
but seriously most suggestions have already been put forward buy other players who found faults in the game a long time ago and unless the changes are easy to do by admin or cost effective then my opinion...THEY JUST WONT HAPPEN no matter how good.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:35 am
by the grim reefer
Byrnes wrote:I HATE THIS IDEA WE NEED SOMETHING THAT CANT BE KILLED
And to be honest i think alot of people would quit.
isnt that happening already???
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:37 am
by BenjaminMS
*sighs*
Bunch of fools. Blind and ignorant. You realize that A) those ME-hunters, who just don't freaking care about people enjoying or hating the game or not, will just hit less actives just to get more to 'brag' about (LMAO!) and B) not everyone logs in every 12 hours, or at least not every day every 12 hours or so?
Also - massing has to fixed first before this even gets implemented. Also - the style of a lot of people need to change ingame if you want to make it at least a BIT of fun - instead of another update that will spoil the game for a lot of players.
You realize that - if you would follow Semper's suggestion - you'll see the Educator-like things again... because - smaller players would need to use over half of their army just to protect their miners - bloody idiots, think about it!
And although the old idea of 'No def means not attacking' is also full of holes (for example - how the hell would THAT work in war? First strike gets a too massive advantage during the first day(s)), it is WAY better then 'killing' miners.
For the inevitable ones who think to pull the plague into this: you chose to grow towards the plague. Mandatory/optionally.
This however, is something you cannot dodge.
Really, really lame idea guys&girls.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 7:43 am
by Byrnes
BenjaminMS wrote:*sighs*
Bunch of fools. Blind and ignorant. You realize that A) those ME-hunters, who just don't freaking care about people enjoying or hating the game or not, will just hit less actives just to get more to 'brag' about (LMAO!) and B) not everyone logs in every 12 hours, or at least not every day every 12 hours or so?
Also - massing has to fixed first before this even gets implemented. Also - the style of a lot of people need to change ingame if you want to make it at least a BIT of fun - instead of another update that will spoil the game for a lot of players.
You realize that - if you would follow Semper's suggestion - you'll see the Educator-like things again... because - smaller players would need to use over half of their army just to protect their miners - bloody idiots, think about it!
And although the old idea of 'No def means not attacking' is also full of holes (for example - how the hell would THAT work in war? First strike gets a too massive advantage during the first day(s)), it is WAY better then 'killing' miners.
For the inevitable ones who think to pull the plague into this: you chose to grow towards the plague. Mandatory/optionally.
This however, is something you cannot dodge.
Really, really lame idea guys&girls.
I agree 1,000,000,000,000,000% with that
Re: bring back killable miners
Posted: Wed Sep 09, 2009 1:08 pm
by Tekki
Killable what's?
At the first sign of attack my miners retreat back into the mines and seal the entries to the mines. Then once my defence and sometimes attack and anti-covert units have driven off whichever peon got up the courage to attack me, they send a specific code to the mines that tells them, the miners, it's all safe to come back out to serve their Lady. If my miners don't get that code, they simply sit there and wait. There is more than adequate life support systems installed into my mines to allow that to happen.
You guys obviously need better miners

Though also consider this, if you make miners killable, you are then reducing the farm sizes of the brand spanking new players. If every abandoned account had killable miners because they had 0 defence, then there'd be very little for the new, new accounts... and the not so new accounts to grow on. Those accounts provide a valuable income stream for people just starting.
Killable miners could be introduced but only as an additional war type so that both sides would know what they were getting into.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 1:11 pm
by Byrnes
Tekki wrote:
Killable miners could be introduced but only as an additional war type so that both sides would know what they were getting into.
And this is why i love you tekki.
Re: bring back killable miners
Posted: Wed Sep 09, 2009 3:09 pm
by Ĕɱƿŷ
BenjaminMS wrote:*sighs*
Bunch of fools. Blind and ignorant. You realize that A) those ME-hunters, who just don't freaking care about people enjoying or hating the game or not, will just hit less actives just to get more to 'brag' about (LMAO!) and B) not everyone logs in every 12 hours, or at least not every day every 12 hours or so?
Also - massing has to fixed first before this even gets implemented. Also - the style of a lot of people need to change ingame if you want to make it at least a BIT of fun - instead of another update that will spoil the game for a lot of players.
You realize that - if you would follow Semper's suggestion - you'll see the Educator-like things again... because - smaller players would need to use over half of their army just to protect their miners - bloody idiots, think about it!
And although the old idea of 'No def means not attacking' is also full of holes (for example - how the hell would THAT work in war? First strike gets a too massive advantage during the first day(s)), it is WAY better then 'killing' miners.
For the inevitable ones who think to pull the plague into this: you chose to grow towards the plague. Mandatory/optionally.
This however, is something you cannot dodge.
Really, really lame idea guys&girls.
I happen to think that would bring more strategy to the game as you would always be looking out to who is going to mass you. Fact is you would not send troops out with nothing to protect your own homeland and it should be the same for this. However I do agree massing needs to be fixed so that it is not completely easy to mass a 10tril def with a 2.5tril strike. Also maybe motherships could play a less vital role in killing troops, perhaps reduce the % killed from mothership, but these are all just ideas (which will not be implemented)
Re: bring back killable miners
Posted: Wed Sep 09, 2009 4:31 pm
by Sarevok
BenjaminMS wrote:*sighs*
Bunch of fools. Blind and ignorant. You realize that A) those ME-hunters, who just don't freaking care about people enjoying or hating the game or not, will just hit less actives just to get more to 'brag' about (LMAO!) and
You do realize that, killing miners doesn't add to ME... Only raiding UU. And this is talking about killing them, not raiding them..
BenjaminMS wrote:B) not everyone logs in every 12 hours, or at least not every day every 12 hours or so?
And if they don't they get farmed every turn once massed anyway. And why not say you need to wait 24 hours...
BenjaminMS wrote:Also - massing has to fixed first before this even gets implemented.
I agree with this man. Massing is far to simple atm, and needs to have at least some more skill to it...
BenjaminMS wrote:Also - the style of a lot of people need to change ingame if you want to make it at least a BIT of fun - instead of another update that will spoil the game for a lot of players.
I don't see how it would spoil it. It would just mean ME hunters would need to have some sort of stats, so you can actually get some sort of revenge every now and then.
BenjaminMS wrote:You realize that - if you would follow Semper's suggestion - you'll see the Educator-like things again... because - smaller players would need to use over half of their army just to protect their miners - bloody idiots, think about it!
If you read what i wrote, you only need to dedicate 0.6% of your army... 6k / 1m... Half their army? No way. 100m = 600k...
BenjaminMS wrote:And although the old idea of 'No def means not attacking' is also full of holes (for example - how the hell would THAT work in war? First strike gets a too massive advantage during the first day(s)), it is WAY better then 'killing' miners.
Well, in general, first strike would have the advantage wouldn't they? If you were planning on going to war, why not strike first, and gain the upper hand. If you were to put it just in wars, then give everyone like 24 hours PPT at the start (for a min war of like 5 days) So everyone knows when it finished
Tekki wrote:At the first sign of attack my miners retreat back into the mines and seal the entries to the mines. Then once my defence and sometimes attack and anti-covert units have driven off whichever peon got up the courage to attack me, they send a specific code to the mines that tells them, the miners, it's all safe to come back out to serve their Lady. If my miners don't get that code, they simply sit there and wait. There is more than adequate life support systems installed into my mines to allow that to happen.
Just as well that life support is invulnerable to all attacks, and the planet surface is also un-destroyable...
Tekki wrote:Though also consider this, if you make miners killable, you are then reducing the farm sizes of the brand spanking new players. If every abandoned account had killable miners because they had 0 defence, then there'd be very little for the new, new accounts... and the not so new accounts to grow on. Those accounts provide a valuable income stream for people just starting.
And we can't have a lower bound, for farms why?
Tekki wrote:Killable miners could be introduced but only as an additional war type so that both sides would know what they were getting into.
This is a good idea, and would aid in people deciding to stop the war/having a winner