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Re: Killable Miners

Posted: Thu May 06, 2010 10:07 pm
by Sarevok
Chronus wrote:Bad Idea
Your homeworld is unconquerable and your miners should be untouchable since that is where they are.
Wouldn't that imply no one can attack anyone else? I mean, if your homeworld is unconquerable and all...

MaxSterling wrote:3.) In order to get people to build defenses, make it so they must have at least 1% of their army trained as defenders. If they go below 1%, then the miners start leaving the mines and become raidable UU at an exponentially increasing amount. When the cat's away, the mice will play... Sure, people can just create armies of only attack soldiers and lifers... but what good would that be if they have no UU to rebuild their strike? They'd need to raid to recover their losses, which is how the game should be played

Do this, but don't make them UU, make them killed by a plague. As was said, only have the plague affect them whilst they are basically above the perg limit (which is 10% of the current plague). Once they reach this, they stop dying, for whatever reason you want. That way, farms don't dry up, and snipers loose any UU they have which aren't trained into attack units.

Re: Killable Miners

Posted: Fri May 07, 2010 7:58 am
by Chronus
I think it will encourage more random massings and people will quit because they have no income to rebuild with.

Re: Killable Miners

Posted: Fri May 07, 2010 8:09 am
by MaxSterling
Chronus wrote:I think it will encourage more random massings and people will quit because they have no income to rebuild with.

miners =/= lifers

Re: Killable Miners

Posted: Fri May 07, 2010 8:28 am
by Sarevok
Chronus wrote:I think it will encourage more random massings and people will quit because they have no income to rebuild with.
Of course they do. Look at the people in perg. They have like 50m army size. That alone for a LG+1 only in miners/lifers is 5b/turn. If you have like 3-4 pages of those accounts, then you'd still get like 500b generated/turn, off 100 accounts

Re: Killable Miners

Posted: Mon May 10, 2010 2:50 pm
by Tekki
Can't we just make attack supers/soldiers killable without resorting to blood realm? Especially if defence is massed to 0 and is say less than 10% of the strike value. that allows people to still play with small defences and large strikes but mean that they have to keep 10% in defence.

That way new people keep their farms and we won't be destroying teh income or UU potential of these farms for the new people (and the older ones who sometimes raid these people), but while keeping the relative requirement for defence/attack low, it means that you can still risk having a low defence and high strike BUT you must accept the consequences of this. But with it so low, it also allows most to build above that. If we say 50b is the standard 'sniper' defence, then that still allows a strike of 600b before their strike supers are attacked. Yes this limits the 'method of play' but it doesn't stop snipering.

I think if something of the above was done, we wouldn't need to kill the miners/lifers, or whichever were decided to be killable.

Re: Killable Miners

Posted: Mon May 10, 2010 5:03 pm
by Sarevok
Whilst i agree with SOME way to kill attack guys, i think some level of miner/lifer punishment should be implemented.

Perhaps you don't loose them if your strike is less then 100b. That way, most farms which are completely statless, won't loose their income production, but snipers will have to be careful not to leave an attack built over night

Re: Killable Miners

Posted: Tue May 11, 2010 12:05 pm
by Richard B Riddick
i like the idea of them becomming uu's, that way if u don't build one ur making ur enemies more powerful, lol, though what about lifers?

Re: Killable Miners

Posted: Tue May 11, 2010 4:22 pm
by Sarevok
TheFlash4 wrote:i like the idea of them becomming uu's, that way if u don't build one ur making ur enemies more powerful, lol, though what about lifers?
Either stay or die in the mines due to no support imo