Page 4 of 5

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 4:54 am
by MaxSterling
CABAL wrote:It's a combination of both.
ATs are taken for granted. You have people spending >10k/day mindlessly massing, getting tens of billions of ME, whilst not being able to have anything worth killing, because they have massive motherships, and exploit planets.

I actually go through 10k ATs'day, only mass when necessary, and farm all day. I always have a defense and I always have enough supers trained to support my planet bonuses.

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 4:58 am
by CABAL
MaxSterling wrote:I actually go through 10k ATs'day, only mass when necessary, and farm all day. I always have a defense and I always have enough supers trained to support my planet bonuses.


Well there's your problem. There's people running around with close to 1tril strikes and having less than 1mil atk supers.

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 5:03 am
by MaxSterling
CABAL wrote:
MaxSterling wrote:I actually go through 10k ATs'day, only mass when necessary, and farm all day. I always have a defense and I always have enough supers trained to support my planet bonuses.


Well there's your problem. There's people running around with close to 1tril strikes and having less than 1mil atk supers.

While I understand your frustration with that, I look at attack planets like this... the US bombed Japan and had very few losses themself, but wiped out a lot of Japanese. I think of attack planets as huge bombs. I built my account as a hybrid between the TDD method of huge motherships and MaYHeM's method of planet bonuses, so I may be a little biased.

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 6:24 am
by CABAL
MaxSterling wrote:While I understand your frustration with that, I look at attack planets like this... the US bombed Japan and had very few losses themself, but wiped out a lot of Japanese. I think of attack planets as huge bombs. I built my account as a hybrid between the TDD method of huge motherships and MaYHeM's method of planet bonuses, so I may be a little biased.


No, you should not apply real-world mechanics in a game which is about who can spawn the most resources using $$$.
Instead, think of attack planets as cheap, invisible, invulnerable super soldiers who can take out entire armies, despite being outnumbered 100 to one.

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 6:35 am
by MaxSterling
CABAL wrote:
MaxSterling wrote:While I understand your frustration with that, I look at attack planets like this... the US bombed Japan and had very few losses themself, but wiped out a lot of Japanese. I think of attack planets as huge bombs. I built my account as a hybrid between the TDD method of huge motherships and MaYHeM's method of planet bonuses, so I may be a little biased.


No, you should not apply real-world mechanics in a game which is about who can spawn the most resources using $$$.
Instead, think of attack planets as cheap, invisible, invulnerable super soldiers who can take out entire armies, despite being outnumbered 100 to one.

Either way, planets are the equivalent of having better technology. The better your technology, the more powerful you are and the fewer losses you should take.
That's just my opinion and my outlook on the game...

Re: Main - AT's system production / turn

Posted: Sun May 02, 2010 6:56 am
by Sarevok
MaxSterling wrote:Either way, planets are the equivalent of having better technology. The better your technology, the more powerful you are and the fewer losses you should take.
That's just my opinion and my outlook on the game...
They would actually work alot better if costs were fixed. 1/3 attack power is needed to damage a defence. So why not make it such that defence planets cost 50% that of an attack planet. Similar thing should be done fro covert, but the UP and income ones seem fine to me

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 6:38 am
by TheRook
MaxSterling wrote:Either way, planets are the equivalent of having better technology. The better your technology, the more powerful you are and the fewer losses you should take.
That's just my opinion and my outlook on the game...


CABAL wrote:No, you should not apply real-world mechanics in a game which is about who can spawn the most resources using $$$.
Instead, think of attack planets as cheap, invisible, invulnerable super soldiers who can take out entire armies, despite being outnumbered 100 to one.


just make it so planet 'facilities' need to be repaired just like defence/attack weapons...

simple...

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 7:47 am
by Sarevok
TheRook wrote:just make it so planet 'facilities' need to be repaired just like defence/attack weapons...
simple...
Um no?
Unless you want to make MS slots need to be rebuilt as well...
Only way i would accept this, is if the planet worked like a MS, you can damage the weapon, but not the space developed for it.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 9:06 am
by Lithium
guys stop flying

the game was really awesome the days that there was no planet around, its best to play wit real power , the units + weaps instead of bonuses from AG, planets and heavy MS build wit cash.

the real problem these days are at's and inactivity, too many at's for super strong accounts means they can mass entire allainces , too lil at's means some might hit inactivity.

thats why its best to have a limit in at's bought/week so one rather decide to farm em all or mass wit them.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 12:46 pm
by CABAL
Lithium wrote:guys stop flying

the game was really awesome the days that there was no planet around, its best to play wit real power , the units + weaps instead of bonuses from AG, planets and heavy MS build wit cash.

the real problem these days are at's and inactivity, too many at's for super strong accounts means they can mass entire allainces , too lil at's means some might hit inactivity.

thats why its best to have a limit in at's bought/week so one rather decide to farm em all or mass wit them.


Agreed. Admin should think minimalistically. Planets should be removed.

Agreed. This is why I still like my idea of limiting ATs based to ME. (Perhaps, how much ME you gain in a certain time), i.e. One would be able to purchase almost as many as they like farming, as it does not raise defs destroyed/coverts killed, but won't be able to purchase/RECIEVE ATs, if they gain like, 10bil ME in a day, and perhaps, the only counter would be no PPT and building a def atleast the size they have killed, or the sum of the sizes they have destroyed.

EDIT: And nox should be disabled for those that mass, but should be auto-enabled for those that do not mass (without any decrease to inc.), unless they are in G&R, where it should be optional.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 4:53 pm
by Sarevok
Lithium wrote:the game was really awesome the days that there was no planet around, its best to play wit real power , the units + weaps instead of bonuses from AG, planets and heavy MS build wit cash.
I agree. Being able to attack without unit losses is just silly. Whilst i can see the advantage for those past the raid cap, aren't those caps designed to slow you down anyway? Unfortunatly, any change now means money people have invested will be less effective. So i guess the biggest question is, do we punish those whom have spent in an area that needs change? Or do we refund them, so they can put it else where, to adjust to any new rules.

CABAL wrote:Agreed. Admin should think minimalistically. MS should be reset each ascension.
There we go, fixed it for ya :razz:

CABAL wrote:Agreed. This is why I still like my idea of limiting ATs based to ME. (Perhaps, how much ME you gain in a certain time), i.e. One would be able to purchase almost as many as they like farming, as it does not raise defs destroyed/coverts killed, but won't be able to purchase/RECIEVE ATs, if they gain like, 10bil ME in a day, and perhaps, the only counter would be no PPT and building a def atleast the size they have killed, or the sum of the sizes they have destroyed.
Problem, mass 1 days, farm the next 6. Still doesn't stop them, and they can still buy plenty of AT for when they go a massing.

CABAL wrote:EDIT: And nox should be disabled for those that mass, but should be auto-enabled for those that do not mass (without any decrease to inc.), unless they are in G&R, where it should be optional.
Alternatively, if you hit someone more then 2x/turn, you auto declare war on them. That way, the massed person can fight back, without their nox being enabled, but they have to be careful, as their nox will also be disabled.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 8:24 pm
by CABAL
Perhaps, planets and MS should be reset after each ascension. With the brokering away of stuff fixed.

Well the thing is. ME is the only indicator of whether or not someone has been massing vigourously.

And, although I like the concept of it, BUT most victims (in fact, "all" wouldn't be out of place. Since all 'random' massers are either extremely taunting, or have large alliances to back them. Retaliating would be suicide. Not to mention the fact that the majority of random massers nowadays spend $$$) of educators/ME massers do not attack back, in fact, some even declare war further negating this concept.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 9:12 pm
by Sarevok
CABAL wrote:Perhaps, planets and MS should be reset after each ascension. With the brokering away of stuff fixed.

Well the thing is. ME is the only indicator of whether or not someone has been massing vigourously.

And, although I like the concept of it, BUT most victims (in fact, "all" wouldn't be out of place. Since all 'random' massers are either extremely taunting, or have large alliances to back them. Retaliating would be suicide. Not to mention the fact that the majority of random massers nowadays spend $$$) of educators/ME massers do not attack back, in fact, some even declare war further negating this concept.
Make the ME work properly, and it'll be based on skill, not time available

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 9:28 pm
by CABAL
Sarevok wrote:Make the ME work properly, and it'll be based on skill, not time available


Agreed. But it still won't solve the problem of extremely overpowered bonuses.

Re: Main - AT's system production / turn

Posted: Tue May 04, 2010 9:36 pm
by Sarevok
CABAL wrote:
Sarevok wrote:Make the ME work properly, and it'll be based on skill, not time available
Agreed. But it still won't solve the problem of extremely overpowered bonuses.
Yes, but it will reduce the abuse of them wouldn't it? Since it takes skill not just raw power/time to earn ME