Re: A final solution?
Posted: Wed May 06, 2009 9:18 pm
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JustinPowers wrote:Semp, I'm liking a lot of those suggestions but had some modifications you might consider:
1) Your suggested changes to Def Con/Nox - how about leaving them as they are for the average player, but implementing your changes for players at war? Here we would define "at war" to mean either your alliance being in a war, or you having declared war on another player and them having declared war back. It balances the game more and also makes more sense in the context of the Nox in the TV show - protecting a race while they're out waging war? Doesn't make sense to me :p
WELL a fair thought.. the only problem then is relying on people to accept those wars.. something which any person would never do.
2) More planets for larger members - How about just increasing the effect of increasing your planet size? You could then, say, require a 1million army size to upgrade your planets to Normal size, 10million army for Large, etc (these are just examples). It makes sense that larger army size is needed to maintain larger planets, especially in the context of your larger army for more miners suggestion.
POSSIBLY...and I think this could actually be implemented a long with my idea. It's logically thinking that the planets are increased in size by terraformers, whilst the increase in planet numbers represents more a large empires ability to control more planets.
3) The Teachers/Educators issue - Many of you are concerned about this possibility. I wasn't around for that particular fiasco but it sounds like the concern is that a group of big players will run rampant, flattening the smaller ones. That's a concern I have - these suggestions put great power in the hands of the bigger players. A seemingly simple solution would be the formation of a group of large players determined not to let that happen. Preferably led by Semp since it's his idea that would enable such a group to form :p
This group would be essentially unpaid mercs, defending the small players for their own sense of justice, honour, or pleasure at massing a bunch of big bullies. I know this is an idealistic suggestion but there are at least some honourable big players out there and more who would just enjoy taking the big boys down a peg
Yogi Bear wrote:This whole idea is so complicated and adding so much to the game that lagg on turn change would be even longer it would go from being 10 15 seconds to load a page to minutes of lagg time....
No, it's just altering the mechanics of game play, not the constant stats that are dynamic and need to be continually adjusted
Also your idea on this uu drain thing is good but your numbers are way to big like you said before some one can loose 60 mill uu in 6 hours Most of us sleep and work and go to skool and have a social life.... there should be a cap on how much you can loose per turn that is a percentage of your natural UP per turn eg you can loose 20% of your natural UP per turn this way say if you have a natural of 250k you loose 50,000 uu a turn which is way more then anyone gets from UP a turn so they will still go backwards just not so fast and given you cant have planets adding more then 50% of your natural no matter what the UP is person is gonna go backwards...
MAYBE..but you need to remember that example was only in the case of a completely unprotected (ie, no nox, no critical and no defence) LARGE account that was constantly being hit, and I MEAN constantly being hit to keep the war level at maximum. But these uu loses HAVE to be heavy, and a %loss is already in effect. I can assure you, I have a very active life.. probably a lot more active than most here and I go to university.. so I am well aware of the risk's... really.. all I can say is it's just tough luck really. If you want to commit to the game, you give that commitment for the entertainment. If you want to mouth off to half the forums and cruise by logging in once a day on average and literally near enough be untouchable whilst increasing your army size.. that's NOT how it should work...
Also the ruling on perg is currently that you can't enter perg with in 24 hours of hitting an account so that part of your suggestion is already in the game. Nor can you enter with in 24 hours of ppting..
Excellent news!
I like the idea of your MS defending your planets but i think that attacking a planet should be like attacking some one normally each attack win or loose you loose fleet... so if im massing a planet then i should be loosing fleets like i would loose attack soldiers in a normal battle and if i get the planet in one hit i should still loose fleets like i would if i was doing a normal naq hit...
Yeah, agreed.
Also if the planet has more then 5 times your fleets attack in defence then there should be like an over blast or something from the planet. This would blast the the opponents MS out of your galaxy for 24 hours along with destroying all its fleets and destroying all its shields.... That way planets will actually be defendable and if people don't do their homework they will wreck themselves...(if the planet has a platform on it, it looses its overblast capability, with your oppenent just loosing fleets as they attempt to mass the planet)
No, I don't agree with the MS being blasted out for that amount of time... however.. I do agree that your MS should take damage off failed planet attacks (perhaps something equal to the excess).. FINALLY online with this note.. should be MS hit points! Which would be a fantastic idea. The concept of people continually just rebuilding old MS's is.. a little silly. I know someone may have the blue prints for the old MS, but they don't have the hull or old capacity. So I reckon MS's should have hit points until they are destroyed for good. Same for the ascension server and being descended...before you're permanently descended and taken to a Damon.
Raising the price on changing alert levels and all that is just silly as it will just make everyone permanently sit on nox and max alert as it is to expensive to change every time you think your at risk
Sarevok wrote:I agree with the both the 1AT massing, and the sabbing issue, however, with relation to 0 defense, make it 10-12 hours. I say this because, if you work for say 8 hours, and it takes 30mins travel time to work(i once had about 1-1.5hrs) then that's 9 hours, and you start loosing. 12 hours is a better number
Sarevok wrote:16 hours, happy?
*Hopes no-one is a nurse etc with 24 hours shifts"