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Re: Alliance Houses - Discussion

Posted: Tue Jul 06, 2010 8:30 am
by ƒëmmë ƒatalë
Is there a minimum amount of allainces a house can have?

And why cant it be that all alliances in a house have to vote before another alliance can enter or be booted from the house?

Re: Alliance Houses - Discussion

Posted: Tue Jul 06, 2010 9:44 am
by R8
i just got my first taste of the "BOOT THEM" button

i can verify that it does work!! :razz:

Re: Alliance Houses - Discussion

Posted: Wed Jul 07, 2010 6:48 am
by Travis Dane
The question I have is this(it was asked already on page one of this thread),

I have joined an alliance 3 days ago and their bonus kicked in today, I have tried to work my bonus to see if i can hold more than 10k at's and it will not let me have anyone send me any at's or even broker me any at's.

Do i have to wait myself 5 days for the bonus to kick in, I believe it was mentioned that a person has to wait 24 hours for the lone wolf bonus to kick in but what about being in alliance that belongs to a house why should that be any different and also be the 24 hour time.

My alliance(some of the members) are getting their bonus already but i am not - do I have to wait 24 hours after they started getting their bonus,

I am confuzzled.

T.D.

Re: Alliance Houses - Discussion

Posted: Wed Jul 07, 2010 9:19 am
by ƒëmmë ƒatalë
Does the amount of ATs generated also increase inline with house bonus?

Re: Alliance Houses - Discussion

Posted: Wed Jul 07, 2010 10:23 am
by MaxSterling
Travis Dane wrote:Do i have to wait myself 5 days for the bonus to kick in, I believe it was mentioned that a person has to wait 24 hours for the lone wolf bonus to kick in but what about being in alliance that belongs to a house why should that be any different and also be the 24 hour time.

You are not an actual voting member of the house until your 5 days and will not receive any bonuses until then.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 1:31 am
by jedi~tank
*Add more houses (with a variety of bonus)
*Add an empire feature
*Cap the number of alliances to consitute an Empire (3,4,5,6 etc)
*Cap the number of alliances allowed per house
*rank the alliances in a house by more that just population
*An alliance must exceed the last place alliance in a house to attempt entry
*Remove the opposites war set
*We all need to recruit new players in this game or nothing we do will work in the long run

**add to what I have here if you want.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 1:55 am
by Robe
Jedi~Tank wrote:*Add more houses (with a variety of bonus)
*Add an empire feature
*Cap the number of alliances to consitute an Empire (3,4,5,6 etc)
*Cap the number of alliances allowed per house
*rank the alliances in a house by more that just population
*An alliance must exceed the last place alliance in a house to attempt entry
*Remove the opposites war set
*We all need to recruit new players in this game or nothing we do will work in the long run

**add to what I have here if you want.
If there were a few more houses then a cap would certainly make houses more exclusive and therefore more attractive.

Also, removing the natural enemy war setting would encourage more to join as well ;)

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 2:10 am
by sarparto
Jedi~Tank wrote:*Add more houses (with a variety of bonus)
*Add an empire feature
*Cap the number of alliances to consitute an Empire (3,4,5,6 etc)
*Cap the number of alliances allowed per house
*rank the alliances in a house by more that just population
*An alliance must exceed the last place alliance in a house to attempt entry
*Remove the opposites war set
*We all need to recruit new players in this game or nothing we do will work in the long run

**add to what I have here if you want.


Some of the new house's could be half of two existing houses combined, i.e. 1/2 ATT/ 1/2 AC at war with 1/2 DEF 1/2 Cov. (If it's decided to keep the house wars function.)

There should be an empire feature, but I dont know what. I guess you could give them a smaller portion of all the stats, but you can't give them +Ab% and no incoming AB's. Maybe just give the holders of the empire house all of the non-ascended related bonuses?

Also, I don't know how feasible this is, but maybe set it up to where there's a limit to how ascended an alliance in the Science house can be. Game politics aside, when I heard about the Science house I imagined smaller alliances going there to be able to compete with Empires. As it turns out an Empire controls Faith and Science, which is great if you're in that empire, but for those that aren't you end up having to fight an opponent that can either nullify your AB's, with attacks from the Science house, or can use there superior AB's from the Faith house.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 7:21 am
by Sarevok
I'm not sure that capping total alliances in a house is a good idea. If you cap them, then as long as people whom vote for the leader, stay within a certain size, anyone that pushes their way in, could be massed and kicked back out again.

Perhaps there's a better way of doing it, just seems like it would be almost impossible with the current setup.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 8:47 am
by MaxSterling
House of Faith (+4% Ascended Blessing)
Let's look at this closely. An Unknown supposedly has a 58% chance of getting a blessing. A Prophet has a 5% chance. Adding 4% blessing will actually be more beneficial to lower ascension levels. Why?
UnKnown = 4% / 58% = 7% more blessings
Prophet = 4% / 5% = 80% more blessings
An UnKnown only increases their chance of getting a blessing by 7% than before... while a Prophet who rarely gets a blessing increases their chance by 80%.

In other words, an Unknown who will already get **Filtered** of blessings, will hardly notice a difference while a Prophet will almost see himself getting a blessing twice as often.

In other words, 62% total looks impressive... but really isn't that noticeable.

House of Science (negates Ascended Blessings)
We all already know that this benefits the lowly ascended and unascended because the blessings are what kicks their asses.

House of Shadow (+6% covert)
At cov level 27, 1m spies will give an unascended Goa'uld 36.1b covert power.
6% gain in power would be 38.3b covert power.
A little over 2b power gained.

For an Unknown with 47% stat increase over the unascended...
1m spies at cov 27 should give him 53.1b covert power.
+6% gain... 56.3b
A little over 3b power gained per million spies.

cov 36 1m spies = 817.9b covert power
+6% gain = 867b covert power
a little over 50b power gained

Unknown cov 36 1m spies = 1.2T covert power
+6% gain = 1.27T covert power
a little over 70b power gained per 1m spies.

Hardly significant bonus gained especially if you consider that there is a 42% increase per covert level you must first overcome. Unless your alliance is filled with members with high covert levels and done ascending this House is useless.

House of Light (+6% AC)
Similar to House of Shadow

House of Chaos (+3% attack power)

Goa'uld. 1m armed supers = 303.5b strike
+3% bonus = 312.7b strike
a little over 9b strike power gained per 1m armed supers

Unknown. 1m armed supers = 446.2b strike
+3% bonus = 459.6b strike
a little over 13b strike power gained per 1m armed supers

Hardly anything significant...

House of Order (+8% defense power)
Goa'uld. 1m armed supers = 276b defense
+8% bonus = 298b defense
a little over 22b def power gained per 1m armed supers

Unknown. 1m armed supers = 405.7b defense
+8% bonus = 438.2b
a little under 33b def power gained per 1m armed supers

Looks more significant than the attack house, but hardly significant unless you build an obscenely huge defense.

House of Wealth (+5% income)
More income is a great thing... when you're on PPT or online banking all the time. Also leads to being a great farm if you're not active enough.

House of Time (+25% Turn Generation & Turns Held)
25% turn generation is 1 extra AT per turn change which equals 48 extra ATs/day.
Hardly significant.

Most of these houses really aren't anything worth fighting for. Any bonus larger than these would drastically tip the favor towards empires that could dominate these houses. I think it's time to give up on this idea and dump it all together.

Remove Pergatory and make those players play. Put all new accounts into a House of Science type atmosphere so that their unascended accounts can compete with ascended accounts until they ascend for their first time, then autoboot them from the House of Science and make them fend for themselves.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 9:25 am
by Travis Dane
Got to admit Max that all makes alot of sense, unless u doubled or even possibly tripled these ammounts or are allowed to buy increases at an obscenely high amount - of course thru the alliance bank which would not be allowed to put money in physically - just thru the 1%income subtraction. there really is no difference to reg stats.


Bring on my at's - lol

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 6:55 pm
by Robe
MaxSterling wrote:Most of these houses really aren't anything worth fighting for. Any bonus larger than these would drastically tip the favor towards empires that could dominate these houses. I think it's time to give up on this idea and dump it all together.


I disagree because the combined benefit of controlling several houses provides a significant bonus to an Empire, especially if you secure a pair ;)

sarparto wrote:Game politics aside, when I heard about the Science house I imagined smaller alliances going there to be able to compete with Empires. As it turns out an Empire controls Faith and Science, which is great if you're in that empire, but for those that aren't you end up having to fight an opponent that can either nullify your AB's, with attacks from the Science house, or can use there superior AB's from the Faith house.

Re: Alliance Houses - Discussion

Posted: Mon Jul 12, 2010 6:59 pm
by jedi~tank
Also, I don't know how feasible this is, but maybe set it up to where there's a limit to how ascended an alliance in the Science house can be. Game politics aside, when I heard about the Science house I imagined smaller alliances going there to be able to compete with Empires. As it turns out an Empire controls Faith and Science, which is great if you're in that empire, but for those that aren't you end up having to fight an opponent that can either nullify your AB's, with attacks from the Science house, or can use there superior AB's from the Faith house.



So why cant those smaller alliances still go into science? And why should smaller accounts/alliances be able to compete with bigger and more powerful ones? They are....smaller...Ypur local little league team cannot compete with your local High school team in say..soccer...ok?

Re: Alliance Houses - Discussion

Posted: Tue Jul 13, 2010 12:36 am
by Robe
Jedi~Tank wrote:So why cant those smaller alliances still go into science? And why should smaller accounts/alliances be able to compete with bigger and more powerful ones? They are....smaller...Ypur local little league team cannot compete with your local High school team in say..soccer...ok?
Empires are organised and work towards a common goal.

Independent alliances have little in common and by instinct, vote for themselves.
Also, they may not want to become the "natural enemy" of a bigger force.

Of course you are right when you say that they could form a coalition and fight an empire if they felt strongly enough about a house bonus. Although I dont think there would be many that would be willing to do that.

Re: Alliance Houses - Discussion

Posted: Tue Jul 13, 2010 5:22 am
by MaxSterling
Robe wrote:I disagree because the combined benefit of controlling several houses provides a significant bonus to an Empire, especially if you secure a pair ;)
Two crappy bonuses do not make a significant bonus. And please... don't even get me started on the House of Science. What kind of crap is that anyways? Every other House and it's natural enemy gets to use it's House bonus against each other. House of Faith has it's completely negated by it's natural enemy, the House of Science. It only makes sense that an Empire and it's allies go and controls both of them. If anything, House of Science should be a % decreased chance of ascended blessing. Not 100% and completely negate House of Faith's bonus.

Like I said, the only reason to keep House of Science is if admin removes Pergatory and sticks all unascended and new accounts into House of Science as it currently is. Then boots them after ascending.