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Re: Bank

Posted: Thu Feb 12, 2009 12:27 pm
by RepliMagni
Lore wrote:well i do think it was meant to be a bit on the "slower" side, tho seems to be fast and furious right now, the game is volitile and far more active them most. Heck there is general 50 to 75 players online all the time, thats amazing to me.



Indeed. This game has the potential to go far - active player base and active admin. Hopefully gary will just calm down a bit though when it comes to throwing updates in to the game :lol:

Re: Bank

Posted: Thu Feb 12, 2009 5:25 pm
by Lore
Well you can't blame him to much, considering the crap hes been catching lately, but i think we are almost to the "fine tuning" part of the game, once the entire covert/AC thing gets settled.

Re: Bank

Posted: Fri Feb 13, 2009 12:32 am
by Midnight
Well by all accounts it seems to have been now sorted out.

But it will definitely attract a unique style of players should the bank be attackable.

Perhaps, if it ever comes in, consider making it incredibly expensive, and that you can only do it to a larger opponent.

Yes I hear you all instantly say "but that will only help the big people as the small wont fight back". Thats why you make it incredibly costly. Gives the small people a chance to strike out at the big targets.

By costly I have the idea that it can be done by sacrificing the resources or your account to be able to do it.

i.e. --> attacker has 50 strike soldiers hits at the defender who has 200 defense soldiers.
By performing a "bank job" they can sacrifice 3/4 of their strike and 1/4 of their spies (after all they need info before being able to perform a heist of this style) they have the chance of making away with up to 3/4 of what may contained within the defenders bank.

Of course, this is all taken into account by the fact that you cant guarantee getting anything, because you can never spy someone's bank.

Re: Bank

Posted: Sun Mar 01, 2009 4:32 pm
by _BlackAsc_
hate the idea of my bank being robbed but if it was going to be added why not make it difficult, say each attacker can steal a set number of naq (1000 for example) therefore it would take 1000 trained attackers to steal 1mil from the bank, but like normal attacks even a little defence results in losses makes it more of a thing for wars than actual farming in general and while your at it never put bank details into the covert page so its always a guess or just put the players bank capacity and not whats actually in their bank.

Re: Bank

Posted: Tue Mar 17, 2009 6:13 am
by [TOMMY]
never mind then

Re: Bank

Posted: Tue Mar 17, 2009 11:36 am
by GeneralChaos
But there are no lifers or miners in Origins the bank size is not made up this way, it is a pre-set amount, he can never introduce a way to rob the bank as this means that newer players who MUST bank and save for the techs are at a loss from the bigger guys,

Stop thinking about main when thinking of ideas for Origins.

Re: Bank

Posted: Wed Mar 25, 2009 4:24 am
by semper
I reckon as for bank thefts... we do something completely off the wall with it.


Use covert action to steal the contents of a bank, never more than 75% (make it a 50%-75% margin) a pop...and after it has been hit, impossible to beat security measures are put in place so it cannot be attacked again for 48 hours.

BUT! Here is where it gets freaky! "The rule of a scoundrels Thumb" (TRST - Ironic eh?)....inspired by han solo, and the classic one man band thief...

The smaller the covert-covert ratio (ie the smaller the difference between the two), the better the steal. So in other words.. the closer to your opponents covert you have, the better. Not to have it over.. not to have it less.. but the same. If you have it too high.. you fail, and you lose ALL your spies, if it's too small you lose ALL your covert agents and fail.

The idea is...that big players have to expend a lot of resources to attack a smaller guys bank (training too and from), and at the same time, put themselves at risk, whilst now, in turn a smaller guy cannot then go and crack the vault of a bigger player.

So to put it in role play context, a scoundrel, a high level criminal won't necessarily take an overwhelming challenge for fear of their life, but at the same time they won't dishonour themselves by taking any job too low for them to manage, so they have the code of conduct, the scoundrels rule of thumb. At the same time, they're the only ones with the necessary tacit knowledge to crack into a high security vault without the huge cost's of a full assault on a realm's homeworld.

Re: Bank

Posted: Fri Sep 11, 2009 5:50 pm
by Seaborgium
does the increase of the bank ever change? I been upgrading mine for a whle and it seems that no matter how much i increase i am only getitng liek a 2m increase over the cost currently i have spend 6m to get an 8m increase.. does it ever grow?granted my bank is almost 150m but its getting very costly for every little gain.

Re: Bank

Posted: Mon Nov 29, 2010 4:10 am
by [KMA]Avenger
the ratio from expenditure to bank increase is crippling, it needs to change.

this is ridiculous!

From: 250,430,581
To: 266,378,357
For: 187,822,935 Naquadah

i've just spent over 1 billion to increase my bank and its still pathetically small...

anyone else think the ration should be 1 to 1? (IE. you spend a million for a 1 million sized bank, spend a billion and gain a billion sized bank).

PS, don't like the idea of a "hittable bank", after all, what's the point of a "safe storage area" if its not safe?!" :?

Re: Bank

Posted: Mon Nov 29, 2010 7:25 am
by Dmonix
This topic is over a year old please don't necro old threads

The current bank system is an improvement on the original properly crippling one where you paid 95% of current bank size for a 5 or 10% increase.

Topic locked