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Posted: Thu Feb 08, 2007 10:11 am
by RepliJake
crazywolf wrote:So invalid vote from all then
Oh and its really great to see support from my own alliance, thanks very much
regards
You're welcome
Just trying to stay unbiased to help my fellow forum moderation team members Crazywolf.
Posted: Thu Feb 08, 2007 10:28 am
by [SGC_ReplicĂ…tors]
for a moment the poll would be opposite but meh i guesses i go with the flow then...voted no
Posted: Fri Feb 09, 2007 5:07 am
by Dark Bahamut
well i dont know
you see i always thought about the affect it would have on the market
if ay think about lets say 30 people over 50 mil army size are all caged up and then they're released onto the market to buy uu
what will happen to uu prices because of competition which will affect the price of naq and at's
wait for me to get to 50 mil men and then do it

Posted: Fri Feb 09, 2007 7:46 am
by Sleipnir
I'm ready for the cap to be removed any time. Instead, just make sure miners die on defense. There will be no need for a cap hopefully as the game will then regulate itself. Something will have to be done to prevent players from being completely destroyed. This could be some Nox-like form of protection, or limits on attack turns as mentioned in another thread. There needs to be a way for players to reduce enemy army size, while not allowing for total destruction. This will also increase options for the destruction minded playertypes. Currently, these players can go against a big player's defense, or possibly a planet, but even if they destroy their defense or take their planets, the 50M+ guys are nearly impossible to hurt (I imagine).
Posted: Fri Feb 09, 2007 8:42 am
by Lord Rylan
To truly be fair, miners and untrained units should be able to be killed on attacks. Miners and uu's are like civilians, and in war civilians die. This is a fact of life and should be shown in this game as well, since this is a war game. I do believe that there should not be a cap to army size, just allow miners/uu to be killed as well and it will balance out.
Posted: Fri Feb 09, 2007 9:25 am
by [SGC_ReplicĂ…tors]
ummm why do u think they made miners in the first place? to prevent them from dieing when back then ppl complained
Posted: Fri Feb 09, 2007 9:42 am
by Hells__Angel
Wth.
Allowing miners and uu to be killed will balance the game? My arse.
It will create the biggest canyon between the large and the small players allowing somebodies account to be reduced to dust.
How you manage your account is down to you, and miners play a large part. Therefore they should not be able to be killed.
Thats almost as bad as saying you should be able to kill peoples covert levels
Now on topic, I dont feel the time has come for the cap to be lifted, but what do I know. Its a element to the game that players have to deal with and adjust their tactics to find the best way around the problem.
i say no
Posted: Fri Feb 09, 2007 9:56 am
by assyrian worrier
i say no this gets more powerful people to get a bigger gap.
Posted: Fri Feb 09, 2007 10:47 am
by Hells__Angel
True, but remember they worked very hard for their armies, so they should not really be stopped to take them furthur.
However going too far would really not help the smaller guys.
Posted: Sun Feb 11, 2007 2:16 am
by Sleipnir
Hells__Angel wrote:Wth.
Allowing miners and uu to be killed will balance the game? My arse.
It will create the biggest canyon between the large and the small players allowing somebodies account to be reduced to dust.
How you manage your account is down to you, and miners play a large part. Therefore they should not be able to be killed.
Thats almost as bad as saying you should be able to kill peoples covert levels
Now on topic, I dont feel the time has come for the cap to be lifted, but what do I know. Its a element to the game that players have to deal with and adjust their tactics to find the best way around the problem.
How exactly would it increase the gap between small and large players? I think I made it pretty clear, the amount of miners dying should be relative to army size. Meaning someone with a huge army will lose a lot more than a small one. So it will be harder to grow when you're already big. And like I mentioned (try reading more than half a word) there should be some sort of protection to prevent completely destroying ones account. Sure people have worked for those army sizes. Shouldn't they also work to keep them? The only way to make sure newer players can keep up with the big guys in the future is if we make sure the gap between top and new doesn't grow too much more than it already has.
Raid was initially meant as a way to harm someones economy. After it was removed and reintroduced, little of that functionality remained, because peoples economy had already been made safe by the introduction of miners. Instead raid has served mostly as a tool for the biggest to grow even faster. We really need a way to damage someones economy.
Posted: Sun Feb 11, 2007 2:22 am
by Hells__Angel
The reason it would make a massive canyon is because the smaller players cannot build big enough stats to get anywhere near the large guys.
Therefore they cannot touch them.
Posted: Sun Feb 11, 2007 2:51 am
by Rottenking
one thing...i kind stole this idea from xeen
maybe introduce a new type of planet... say only have a few to start with...now these planets would allow you to go over the limit...and you could upgrade they to make you be able to go futher over the limit...but it would be REAALLY expencive...maybe even have it say 10mill more army size would be worth a weeks income or something...now to make it tricky...you would also have to defend the planet...as this planet type would mainly be used for top players i reacon they could afford to battle it out for these planets ( as they would be worthless to smaller guys
i know this wasent worded prollery cuase im in a rush...but hopwe you get the idea
also i was thinking maybe have it so their is half the number of planets and then is people over the limit so if they want to grow more they need to really fight for the planets and expect to lose alot defending it
Posted: Mon Feb 12, 2007 4:38 pm
by Krahe
wow.. this is just to expand and clarify Xeen's idea and the guy who stole xeen's idea and restated it EXACTLY the same as Xeen did.
Institute another type of planet which acts as a Home planet, This creates a second "realm" that must be defended both like a planet and like the realm defences. So that gives everyone two defences to create and 2 Naquadah on hand spots as well as two banks. The new planet supports a bank and naquadah on hand pile as well as a Stargate so it can be attacked like you normally attack a player. Also the planet should have the normal planet defences. The untrained and miner army of the player is automatically split between the planets evenly however spies and defenders have to be assigned to each planet. They can also be moved for a small price (say 5 turns per move) without being untrained or lost. This would also create a second unit list in the training section (MS and ATK would remain as one number, defence and covert would split into two numbers to be added together, however one covert level works for both planets) Thus the realm costs alot more to defend while giving the benefit of providing a bigger army size.
Posted: Mon Feb 12, 2007 7:07 pm
by Timmy
i think a better way than taking out the cap would be to create further caps like to my understanding over 100mil 2k men die per turn
at 150mil it could be 4k
at 200mil it could be 6k and go up like that from there to slow down growth of the big guys as some people have passed the limit
Posted: Mon Feb 12, 2007 11:55 pm
by Rottenking
Krahe wrote:wow.. this is just to expand and clarify Xeen's idea and the guy who stole xeen's idea and restated it EXACTLY the same as Xeen did.
i didnt think it was the same...but whatever maybe i didnt understand what he ment