Page 6 of 18

Posted: Thu Nov 30, 2006 11:14 pm
by Jimmy Kay
Asclepius wrote:i think perhaps the suggestion from Hells__Angel might help... but then again big players could always just buy up to the cap use them and buy more using weaker players MTs. I think its a pretty difficult problem, because obviously you don't want it so one v.powerful player can mass and take out a whole alliance, nor i think should you stunt the growth of players hoping to expand to bigger army sizes using for the most part raiding as their method.. but as you say, the game would be improved with an increased need for strategy in attacks etc.


I stand by you ..we need Ats to raid & even our odds against the players that have already passed the 75 mill armysise & can aford higher millitary stats ...& that is being done as we speack ..I see a lot more players rising to the 50 mill cap & the wars have begun to be more interesting

& you don't have to raid all day to get there ...you can just buy uu from someone who does..so that makes even more needed as buying uu from the public market has been seriouslly cripled - if someone one things that increasing the AT limitations will level the field - they are very , very wrong - it will make massive raiding die & uu prices to go to 1 bill per k & beyond ...& then try to expand fast your armysise :lol:

Posted: Fri Dec 01, 2006 2:40 am
by Wolf359
For the love of sanity!

It is not particularlry abou the gap between players - mass availability of AT and raid have made the game stale, boring and devoid of any skill and strategic thinking.

And, as I have state many times before - I do not accept that the lack of AT will mean the gap between players cannot be closed - I have stated why, and I do not intend repeating myself.

Posted: Fri Dec 01, 2006 6:00 am
by 311 [TA]
Wolf359 wrote:For the love of sanity!

It is not particularlry abou the gap between players - mass availability of AT and raid have made the game stale, boring and devoid of any skill and strategic thinking.

And, as I have state many times before - I do not accept that the lack of AT will mean the gap between players cannot be closed - I have stated why, and I do not intend repeating myself.


please comment on munch's suggestion around page 4, it attempts to address many of your complaints with the current game state........

Posted: Fri Dec 01, 2006 7:30 am
by Sleipnir
Hmmmm, in wait for Wolf's post, I'll add my thoughts. I don't like either idea. Making a mirror universe sounds like a way too complex solution that will likely end up not fixing the problem. The destruction turn idea is a step in the right direction, but would also not solve the fundamental problem.

There are 2 things that need to be done. Turns must be limited in such a way that those who wish can still buy turns, but only so many per week. That way being active helps but isn't the be all end all solution to getting anywhere in this game. If one person can only use so many turns a week, that means the rich can't hoard all the turns. Equal opportunity.
Furthermore, the endless growth cycle has to be countered. It needs a counterbalance. Note...balance. Miners need to be able to be killed. Big populations should suffer from this more than small. That way, getting to the top becomes a separate matter from staying on top. You'll need to give it your all to stay there. Also, if there is a counter to growth, the artificial caps can be removed. The game should regulate itself. If the game is not allowed to regulate itself, then eventually the artificial measures will no longer be able to fix the problems. The promise of main never resetting will have to be broken.

Posted: Fri Dec 01, 2006 8:17 am
by Virisken Soshir
jeez ... why cant these suggesstions wait like ... 4 or 5 weeks .... id have my 20 mil army .....

very bad idea btw, you say it makes the game stale and boring, but the unlimited turns is the REASON i play sgw, its a free online game that doesnt end and force you to wait 30 minutes to play again.

if you build your account and spend enough time and effort, you can play constantly and for me thats very desireable. i know id quit if something like this were imposed x.x

Posted: Fri Dec 01, 2006 8:39 am
by Sleipnir
Moraven Tolo wrote:jeez ... why cant these suggesstions wait like ... 4 or 5 weeks .... id have my 20 mil army .....

very bad idea btw, you say it makes the game stale and boring, but the unlimited turns is the REASON i play sgw, its a free online game that doesnt end and force you to wait 30 minutes to play again.

if you build your account and spend enough time and effort, you can play constantly and for me thats very desireable. i know id quit if something like this were imposed x.x



For those that have started playing this game 2 years ago, when it was still one turn every 30 minutes, we joined a game that could be played casually. Recent updates have changed it into this mockery of what was once SGW. Desirable to you or not, you have to acknowledge the fact that by allowing this way of playing, you're forcing everyone to play this way or get beaten. It's not what we signed up for. It's not what a lot of people paid 20$ SS for.

Posted: Fri Dec 01, 2006 8:44 am
by 311 [TA]
a person that started 2 years ago, doesnt need the rate of growth to compete that a new player would need ..........

so what a 2 year long player and a 1 month long player need, are different things

Posted: Fri Dec 01, 2006 12:33 pm
by snuggles
what fun is the game when you have to sit around waiting for turns so that you can finally do something, because that is what this would end up at eventually.

Posted: Fri Dec 01, 2006 4:18 pm
by High Empty
Sleipnir wrote:Hmmmm, in wait for Wolf's post, I'll add my thoughts. I don't like either idea. Making a mirror universe sounds like a way too complex solution that will likely end up not fixing the problem. The destruction turn idea is a step in the right direction, but would also not solve the fundamental problem.

There are 2 things that need to be done. Turns must be limited in such a way that those who wish can still buy turns, but only so many per week. That way being active helps but isn't the be all end all solution to getting anywhere in this game. If one person can only use so many turns a week, that means the rich can't hoard all the turns. Equal opportunity.
Furthermore, the endless growth cycle has to be countered. It needs a counterbalance. Note...balance. Miners need to be able to be killed. Big populations should suffer from this more than small. That way, getting to the top becomes a separate matter from staying on top. You'll need to give it your all to stay there. Also, if there is a counter to growth, the artificial caps can be removed. The game should regulate itself. If the game is not allowed to regulate itself, then eventually the artificial measures will no longer be able to fix the problems. The promise of main never resetting will have to be broken.



Here in lyes the problem with the Killing the miners, you all complain about omega what do you think they would do they burn thur their turns killing everyone miners

Yes

Posted: Fri Dec 01, 2006 4:26 pm
by Freir Lord Of The Elves
I voted yes on it becouse as you said It would bring balance and help to the newbies of the game.Im am not a newbie So this would not realy effect me other than I have been massed alot and those higher players and have lost A LOT of naquadah :!:

Re: Yes

Posted: Fri Dec 01, 2006 5:28 pm
by High Empty
BrianFlores wrote:I voted yes on it becouse as you said It would bring balance and help to the newbies of the game.Im am not a newbie So this would not realy effect me other than I have been massed alot and those higher players and have lost A LOT of naquadah :!:


how do you find this would him the newbies in this game, the average income of a person whos big is around 4bil a turn, that's about 200bil a day. Now does 200bil sound good for 10k turns. Cause i know people that farm with a 25 bil strike, and with 10k turns they get 1.5 tril naq. Now i know i've farmed with a 400bil strike and gotten 1.5 tril naq with only 150 turns. So tell my do i really need that many turns.

Posted: Sat Dec 02, 2006 1:11 am
by Wolf359
Munchy wrote:
Wolf359 wrote:
Calqulon wrote:i think there should be a way to kill miners or lifers, that would make the game real interesting


There used to be - you used to be able to kill UU, until a lot of players said it was unfair because it meant that all their hard work was ruined.

311 - I have read Munchy's posts - but there are only so many ways I can counter teh same argument. Frankly, we are in this situation because of the introduction of mass availability of turns and raid - now, a lot of people are not going to be happy if a change like this was implemented (AND I AGAIN STRESS I DO NOT CLAIM IT IS PERFECT) - but so what? People complain when every change is introduced. Bottom line - people only use so many AT for raiding becasue they can - if they couldn't it wouldn't be a problem - and we wouldn't have the situation we do now.

My only other suggestion, which I do not want to see, is to RESET main - yes, RESET, let those who have SS etc keep it, and allocate new army sizes on a scalar based on length of time played, army size at time of reset and number of ascensions. But get rid of the things that are dragging teh game (and teh community) down. Hell - I'd probably complain about it - but the simple fact is NOTHING is being done about the state of teh game - and something NEEDS to be done!

But I bet as long as my backside points downwards, the biggest players (even though they would end up with the biggest armies anyway) will complain about it, especially those making real $$ from the game.

What really annoys me though is that quite a few of you jump up and say "no, rubbish idea" , yet apart from 1 or 2, none of you propose anything better - and ANYTHING is better than what we have currently.


I apologize Wolf, I was under the impression that you were looking for discussion relating directly to this topic, I didn't know that you were looking for other, alternative ideas to the problem.

On that note, I would like to clarify the problem, and ask if my interpretation is correct.
-You believe that the unlimited amounts of turns in the game has rid the game of all stragedy by allowing for unlimited massing runs.
-By eliminating market produced turns players will not be able to be so 'mass happy', and the price of at's would rise, thus encouraging small players to sell them.
_______
My counterpoint:
-By eliminating market produced turns there is little chance that any new player will be able to catch up. As it is now by raiding their lives away they can.
_________
I tried to make both sides as simple as possible.


Now you want an idea/compromise?
How about a new resource? Currently we have naq, uu's, turns, and arguably covert turns(though they can't be traded, they do generate).

Why not have destruction turns?
They would be essentially the same as attack turns, but their sole use would be destruction(rather obvious). Unlike attack turns they would not generate on the market, and if you wanted(though I am sure this will be argued), they could not be traded.

Now if this was to be done then some changes would have to be implemented into the current way battles and causalty/weapon damage is calculated. Destruction attacks would not serve to give the attacker/masser any resources, but they would do just what their name says. They would kill defense units, motherships, spies, and damage weapons.

Now if this was done attack turns would have to be tweaked. In my opinion it would be fine to leave it as it is on the attackers end of things...meaning they would still loose the same amount of units/do the same damage to their weapons as it is currently, but the damage to the defender would either: a.Not happen at all(even under successful attacks for naq/uu) or b. Be extremely minimal(on something like fraction of 10 of what it is now).

Under the second senario attack turns could still be used to mass, but the losses on the attacker would be extremely high in comparison to the defender, and it would take many more attack turns than it does now.

Using the first senario attack turns would do no damage do the defender, and thus only 'destruction turns' could be used for massing purposes.

Downside this idea:
-Right now people who currently do not watch their account closely are quickly crushed by the occasional farmer...with this idea they would probably take very little damage, and thus they might care less about being extremely active.
-Means more stat builders, because it is doubtful that people would waste their limited destruction turns on people who just sit there.
-More complicated.
-Might mean less wars and more statbuilding, but no more than if the market produced at's were to disappear. So some might actually count this as less random massings, and thus a good thing.

Upside:
-Less random massings
-People can still raid all they want, and thus grow depending on how active they are.
-Promotes the tactical use of destruction turns, and one person probably wouldn't be able to mass an entire alliance.
-Because destuction turns wouldn't be market produced, all players would have a fair share of them. If they are tradeable then small players could probably make a good amount of naq selling them.


Remember, you asked for an idea :-D


I've read it now (at last)! From what I gather you are proposing to have:

Attack Turns (AT): which will continue to be used for raid/gathering naq - but will cause no or minimal damage damage to the defender.

and,

Destruction Turns (DT): which would only be generated by players and used solely for destroying units/weapons etc, but will give the attacker no resource reward for the attack.

While I like the idea of having 2 separate types of attack turns for two different objectives - I don't think it goes far enough (yet) to address the exisiting problem - which is that AT are too readily available so that in combination with raid, they serve to let the bigger accounts grow exponentially, whilst simultaneously removing the skill/strtagey from the game.

Don't get me wrong - I like this idea - and it could work - it just isn't there yet, and I don't think it will be unless AT are limited in some way. Without limiting AT the round the clock raiding and removal of skill/strategy from the game still exists.

Posted: Sat Dec 02, 2006 1:45 am
by Sleipnir
high empty wrote:
Sleipnir wrote:Hmmmm, in wait for Wolf's post, I'll add my thoughts. I don't like either idea. Making a mirror universe sounds like a way too complex solution that will likely end up not fixing the problem. The destruction turn idea is a step in the right direction, but would also not solve the fundamental problem.

There are 2 things that need to be done. Turns must be limited in such a way that those who wish can still buy turns, but only so many per week. That way being active helps but isn't the be all end all solution to getting anywhere in this game. If one person can only use so many turns a week, that means the rich can't hoard all the turns. Equal opportunity.
Furthermore, the endless growth cycle has to be countered. It needs a counterbalance. Note...balance. Miners need to be able to be killed. Big populations should suffer from this more than small. That way, getting to the top becomes a separate matter from staying on top. You'll need to give it your all to stay there. Also, if there is a counter to growth, the artificial caps can be removed. The game should regulate itself. If the game is not allowed to regulate itself, then eventually the artificial measures will no longer be able to fix the problems. The promise of main never resetting will have to be broken.



Here in lyes the problem with the Killing the miners, you all complain about omega what do you think they would do they burn thur their turns killing everyone miners



And again you read only half the post. Limiting attack turns would stop Omega's ability to do so. And with the majority of attack turns spread around the rest of the players, what do you think would happen to Omega if they tried?

Posted: Sat Dec 02, 2006 2:54 am
by Bazsy
Sleipnir wrote:And again you read only half the post. Limiting attack turns would stop Omega's ability to do so. And with the majority of attack turns spread around the rest of the players, what do you think would happen to Omega if they tried?


Maybe they would by up much of the AT, leaving the others without AT, and massing everyone:P

Posted: Sat Dec 02, 2006 5:08 am
by High Empty
Well Bassy has it mostly correct however the key point here would be that omega would already be at full attack turns. And anyone that logged in once or twice a day may find that they started with 20mill out in the morning and in the afternoon only had 300k.