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Posted: Thu Mar 08, 2007 6:51 am
by Aina Vedui
I'm in agreement.
This is THE way to allow people to let their lives be normal again...
One does not attach themselves as much to something they can lose completely...

Heh, Baszy... with that method in place, it's easy. There IS no such thing as a 2 years work. They all get whacked back to earth. lmao
Before you know it, CoP will go and enforce a 5 mil army size limit to their enemies... lol
Posted: Thu Mar 08, 2007 6:58 am
by Vendetta
Aina Vedui wrote:I'm in agreement.
This is THE way to allow people to let their lives be normal again...
One does not attach themselves as much to something they can lose completely...

Heh, Baszy... with that method in place, it's easy. There IS no such thing as a 2 years work. They all get whacked back to earth. lmao
Before you know it, CoP will go and enforce a 5 mil army size limit to their enemies... lol
or they will never leave the computer to ensure they dont get completely destroyed. i know im happy to just walk off without even setting crit as defences can easily be rebuilt, aslong as you have your income.
Posted: Thu Mar 08, 2007 9:39 am
by RobinInDaHood
No... wait... um... no. No, no, no. Did I mention no?
Posted: Thu Mar 08, 2007 3:43 pm
by Hitokiri
I've said it before and I'll say it again, there needs to be a way to eliminate miners/lifers. It shouldn't be easy, and it shouldn't be something that a person can do on a whim, but it needs to be in the game. It makes every account vulnerable and makes conflicts more meaningful, in addition to giving people a method for toppling those at the top (you just have to be good enough).
Just out of curiousity, what happens to the game when a lot of people start hitting the army cap? A year ago having an army of 1 mil made you a sizeable force (maybe not tops, but you were a respectable size), now you need what, 10-20 mil to be considered reasonably big? In another year, you are going to need 50 bil or more. So what happens when you reach the limit and can't grow anymore? or even worse, once you've hit the liit and find most of your army converted into lifers! Those of you complaining about how the game is stagnant now haven't seen anything compared to how it will be when the majority of the real active players have essentially "topped out".
Of course, it may just be the gambler in me. I prefer games where I can "lose it all" with a simple misstep. Makes my accomplishments a heck of a lot more meaningful than games hwere I just had to put the time in.
Posted: Thu Mar 08, 2007 4:42 pm
by Weirdy
It would be like the old days when we had only UU generating our naquadah
I am against this.
Posted: Thu Mar 08, 2007 6:13 pm
by Hitokiri
Weirdy wrote:It would be like the old days when we had only UU generating our naquadah
I am against this.
no, you can still train miners/lifer to generate naq. You just can't hide your army behind them is all.
Posted: Fri Mar 09, 2007 4:26 am
by RobinInDaHood
Pef wrote:amazing as same persons reject this ideea in main , but support it in ascension.
As an ascended God, you're supposed to be able to be razed to the ground by another God. I like conceptional what is trying to be done with this suggestion (ie. provide weaker players with a way of narrowing the power gap), just disagree practically with how it would be implemented. As it is now, you can't ever be completely "destroyed" as long as you can continue to generate income.
The whole "sat on until you delete" would be abused even more by smaller and larger players alike because they would have the tools to make it a reality.
Posted: Fri Mar 09, 2007 11:53 am
by Wolf359
The truth is that creating miners/lifers and thus having 'unraidable non combatants was one of the worst decisions ever made in this game (along with the decision to make UU unkillable, mass availability of AT and Raid).
Unfortunately, these have been an institution for such a long time that there will always be mass opposition to removing them - even though it might be for teh overall good of the game.
Posted: Fri Mar 09, 2007 3:41 pm
by Inferno™
Bad idea if you can steal lifers it can be easily abused. Income should be an untouchable stat as simple as that.
Posted: Fri Mar 09, 2007 4:27 pm
by Hitokiri
Inferno™ wrote:Bad idea if you can steal lifers it can be easily abused. Income should be an untouchable stat as simple as that.
And this is the reason prices and armies are spiraling out of control. Look at the giant war raging atm, the only way one side will lose if if they get bored. You can't kill income, you can't really touch UU production, so you can't really do anything to hurt an account unless it leaves itself wide open. Look at the tactics that have been used in the past year+, they are not centered around winning, but rather just minimizing losses and being an annoyance to your opponent.
Another thing to think about is how such would affect the larger players. You all keep saying "they will now truly be able to sit on an account til delete". You forget, the guy with a 20 mil army would suddenly have a lot more to lose than the guy with a 500k army. Yeah, you can get away with it for a while, but get aggressive enough for too long, and eventually someone will take exception and reduce you nothing, that's just the way the game gets played.
With raiding being what it is, this would be a perfect counter-balance to it. Armies can litereally be raided and brought down in the span of days, and wars would be a hell of a lot more interesting. As the larger players were whittled away (and given this war, they would be), naq generation across the server would fall and prices would probably see a drop. I see a lot of the complaints that keep resurfacing being at least partially addressed by this one change.
Let UU be raided, add a function for specifically targetting and killing miners/lifers. This still leaves AC as an option for effectively "storing" UU that can't be touched (or just use base attack units), but now you have the added element of trying to determine how much of your units go into production, knowing they are vulnerable, and sitting on a 1 mil def. and generating a couple bil. naq a turn becomes an untenable strategy (OMG, You would have to actually FIGHT in a war!!!).
I just think a lot of people don't want to see this type of update because they might lose their armies. Get over it, it's numbers on a screen. I'd rather have a deeper gameplay that requires more tactics than "dur, I'll just train miners and Im untouchable" and watch my account occasionally get zeroed in a war than keep plodding along wit the way it is currently.
Posted: Sat Mar 10, 2007 4:09 am
by Evilution
NO NO NO and NO
we do our UP which generates the uu, if any uu are left out by mistake or for some reason cant login to train them then they can get raided, fair to me.
IF def is too high, increase your strike and then if there is no UU left you can go for the naq.
I hate the idea personally about raiding miners/lifers because that is the one thing that will help us, everyone, rebuild after a good war.
If it was done so that your account could be attacked and raided that much it looked like a new account I would stop playing and alot of others possibly would do too.
So what if you cant raid our miners/lifers, we can not raid yours eigther and would not want to. This game is not just about wars, it is also about stats and trying to get rank 1.
Posted: Sat Mar 10, 2007 8:11 am
by Wolf359
Hitokiri wrote:Inferno™ wrote:Bad idea if you can steal lifers it can be easily abused. Income should be an untouchable stat as simple as that.
And this is the reason prices and armies are spiraling out of control. Look at the giant war raging atm, the only way one side will lose if if they get bored.
I agree - but you have to look at why miners/lifers were introduced - they were introduced as:
1 - a method to produce more income.
2 - (primarily) a method to stop them being raided (as UU).
Rather than find ways to kill/raid miners/lifers, why not just remove them from teh game completely and rely on UU? Same difefrence ulitmately - except the smaller players will be hurt by the greater effect of reduced income - but the smaller players will be massively hurt anyway if this idea was introduced as it will allow bigger players to kill/raid their miners/lifers.
This is one of those situations where there is no palatable solution - but trying to fix the problem by introducing something that was essentially the cause of the problem to start with is NO solution at all.
Posted: Sat Mar 10, 2007 2:57 pm
by hfown
instead of kill/raid miners/lifers, maybe a way to sabotage the enemy's mines...
click on button "hurt income"

to do this:
sabotage the enemy's mines so that for about 4 hours their income (maybe UP too) drops down to 20% because your spies infiltrated their mines (or whatever you want it to say) and collapsed several mines damaging their ability to mine naq.... and also blowing up several .....Unit Production Facilities...???
please add to my idea to make it better

Posted: Sat Mar 10, 2007 3:01 pm
by [DDE] Bastion
Ideas born out of frustration...
Perhaps a way to hurt income, fine, but NO "blowing up Unit Production Facilities"
UP is permanent as lifers

(well, expect for ascending... but that has nothing to do with this)
Posted: Sat Mar 10, 2007 3:07 pm
by hfown
[DDE] Bastion wrote:Ideas born out of frustration...
Perhaps a way to hurt income, fine, but NO "blowing up Unit Production Facilities"
UP is permanent as lifers

(well, expect for ascending... but that has nothing to do with this)
if you could blow up UP buildings, then it would also(probably) be temporary, such as that realm rebuilding the UP buildings because they were just damaged and not completely blow to peices
maybe increase that 4 hour time thing up to 12 hours, cause 4 hours of slightly reduced income isnt very extreme.....