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Several Suggestions

Posted: Thu Oct 16, 2008 2:44 pm
by Chris M
Several have probably been noted but i thought i would bring them back to the fore-ground again

1). Make Covert Units UNTRAINABLE. Or introduce a Super Covert unit (at current power) and a regular weaker one that can be untrained. Much like super attackers/defenders. But Untrainable Covert units would be my preferance, even if it operated on a lifer like system. A percentage stays trained, but can be killed tho in war

2). Killable Attacking Units. Always being brought up. The one stat we cant seemingly kill. Maybe the cause of the 0 defence, all strike gamestyle we have now...
We now have mobile planetary defences for our planets - why not our defences to suprise our enemies and cause carnage

3). Hard to say this one but the gulf between big and small is bigger than ever before. Its almost scary. I fear that this game is just going to keep losing players as when u have people starting at 500k trying to compete with 300m + accounts, its daunting. I think sizes have got too big and there is too much resource in the game. Its become a click fest

4). Killable UU. With so much in the game now maybe this would be a good time to be able to remove miners. Or cause revolts (like revolutions on ascended) as long as its done right.

Any further ideas to discuss?

Re: Several Suggestions

Posted: Thu Oct 16, 2008 4:58 pm
by grimgor
wow i like 1 alot cause of when war start people reduce there covert troops

number 2 it would be nice but then it would be to easy for alllainces to bully people

number 3 maybe if new account started with extra lifters to stop muti

number 4 it would turn into old ascended server and that not good

Re: Several Suggestions

Posted: Thu Oct 16, 2008 11:57 pm
by Wolf359
Actually, there'll all brilliant ideas and would serve to produce a more balanced, more tactical game. It wouldn't allow alliances to bully people, because I'm assuming that in order for attacking units and UU to be killed, you'd have to wipe out the defence first. This would mean that those who would usually be doing the bullying would also have to keep a strong defence in order not to be destroyed themselves.

These are ideas that the likes of myself, Lore and a few others have been campaigning for for quite some time (in fact I've been wanting killable attacking units/UU back in the game ever since they became unkillable). However - there are 2 main obstacles....

1 - other problems with the game - such as unlimited AT - this would only work if you got rid of auto-generated AT in the market. Before anybody argues - they do exist - Jason told me himself that when he sees the market getting low on AT he injects more into it.

2 - other players. By the far the one thing that is causing the downfall of this game are the people who 'play' it. I say 'play' in inverted commas, because you haven't actually needed to really play this game for quite some time. quite a lot of the issues in the game have arisen because it seems a lot of people (the majority) in fact are unwilling to look at the the good of the game as a whole, and are more interested in suggestions if they see it benefits them personally. One good example was a recent suggestion in which the author wrote "the reason i would like more slots is as i said in the first post is "i dont like to wait 2 days to buy 1k ATs". You see, thinking of personal gain, rather than the overall effect to the game.

Unfortunately, until people stop putting themselves first and think of the good of the game instead, ideas such as these will never get implemented and the game will continue to decline. As the old saying goes - you get what you deserve.

Re: Several Suggestions

Posted: Fri Oct 17, 2008 2:45 am
by Chris M
Wolf359 wrote:Actually, there'll all brilliant ideas and would serve to produce a more balanced, more tactical game. It wouldn't allow alliances to bully people, because I'm assuming that in order for attacking units and UU to be killed, you'd have to wipe out the defence first. This would mean that those who would usually be doing the bullying would also have to keep a strong defence in order not to be destroyed themselves.

These are ideas that the likes of myself, Lore and a few others have been campaigning for for quite some time (in fact I've been wanting killable attacking units/UU back in the game ever since they became unkillable). However - there are 2 main obstacles....

1 - other problems with the game - such as unlimited AT - this would only work if you got rid of auto-generated AT in the market. Before anybody argues - they do exist - Jason told me himself that when he sees the market getting low on AT he injects more into it.

2 - other players. By the far the one thing that is causing the downfall of this game are the people who 'play' it. I say 'play' in inverted commas, because you haven't actually needed to really play this game for quite some time. quite a lot of the issues in the game have arisen because it seems a lot of people (the majority) in fact are unwilling to look at the the good of the game as a whole, and are more interested in suggestions if they see it benefits them personally. One good example was a recent suggestion in which the author wrote "the reason i would like more slots is as i said in the first post is "i dont like to wait 2 days to buy 1k ATs". You see, thinking of personal gain, rather than the overall effect to the game.

Unfortunately, until people stop putting themselves first and think of the good of the game instead, ideas such as these will never get implemented and the game will continue to decline. As the old saying goes - you get what you deserve.

I agree with both points there too.
Especially the AT one, there used to be skill and strategy involved in the use of your ATs. now its just click click click.
I was going to suggest stop trading but that would be harsh and we've always had ATs in the game, but a limited supply of ATs via the market would balance the trading issue i have out.

point 3 in my initial post was more a statement than a suggestion, but its this problem i think we need to overcome

Re: Several Suggestions

Posted: Fri Oct 17, 2008 11:58 am
by GeneralChaos
Chris M wrote:Several have probably been noted but i thought i would bring them back to the fore-ground again

1). Make Covert Units UNTRAINABLE. Or introduce a Super Covert unit (at current power) and a regular weaker one that can be untrained. Much like super attackers/defenders. But Untrainable Covert units would be my preferance, even if it operated on a lifer like system. A percentage stays trained, but can be killed tho in war

2). Killable Attacking Units. Always being brought up. The one stat we cant seemingly kill. Maybe the cause of the 0 defence, all strike gamestyle we have now...
We now have mobile planetary defences for our planets - why not our defences to suprise our enemies and cause carnage

3). Hard to say this one but the gulf between big and small is bigger than ever before. Its almost scary. I fear that this game is just going to keep losing players as when u have people starting at 500k trying to compete with 300m + accounts, its daunting. I think sizes have got too big and there is too much resource in the game. Its become a click fest

4). Killable UU. With so much in the game now maybe this would be a good time to be able to remove miners. Or cause revolts (like revolutions on ascended) as long as its done right.

Any further ideas to discuss?



1. Not a bad idea, would make it interesting for sure, but you would need an update to AC also, else no one would ever train a covert, like right now in the war everyone that masses me has nothing to mass, this would just be another stat that would have nothing in it.

2. Your attack units die when you attack someone, there have been several updates put in place to balance this, the reason your not seeing any difference is because ADMIN wont fix that stupid 1 AT rule, so someone can mass another with 1 AT hits, and take harder any loses/ repair costs, change that to 15 AT's for full damage and then ull see attackers getting toasted.

3. What was the idea in #3?

4. Miners affect the income and growth of the game, admin has said he would never allow this to be affected.

also

Growing is so easy atm, anyone who starts the game can easily raid there way into the millions fast, hell i introduced a friend from work to the game a few months ago, and with minimal raiding hes already pasted the 20mill mark.

Re: Several Suggestions

Posted: Fri Oct 17, 2008 2:59 pm
by Chris M
GeneralChaos wrote:
Chris M wrote:Several have probably been noted but i thought i would bring them back to the fore-ground again

1). Make Covert Units UNTRAINABLE. Or introduce a Super Covert unit (at current power) and a regular weaker one that can be untrained. Much like super attackers/defenders. But Untrainable Covert units would be my preferance, even if it operated on a lifer like system. A percentage stays trained, but can be killed tho in war

2). Killable Attacking Units. Always being brought up. The one stat we cant seemingly kill. Maybe the cause of the 0 defence, all strike gamestyle we have now...
We now have mobile planetary defences for our planets - why not our defences to suprise our enemies and cause carnage

3). Hard to say this one but the gulf between big and small is bigger than ever before. Its almost scary. I fear that this game is just going to keep losing players as when u have people starting at 500k trying to compete with 300m + accounts, its daunting. I think sizes have got too big and there is too much resource in the game. Its become a click fest

4). Killable UU. With so much in the game now maybe this would be a good time to be able to remove miners. Or cause revolts (like revolutions on ascended) as long as its done right.

Any further ideas to discuss?



1. Not a bad idea, would make it interesting for sure, but you would need an update to AC also, else no one would ever train a covert, like right now in the war everyone that masses me has nothing to mass, this would just be another stat that would have nothing in it.

2. Your attack units die when you attack someone, there have been several updates put in place to balance this, the reason your not seeing any difference is because ADMIN wont fix that stupid 1 AT rule, so someone can mass another with 1 AT hits, and take harder any loses/ repair costs, change that to 15 AT's for full damage and then ull see attackers getting toasted.

3. What was the idea in #3?

4. Miners affect the income and growth of the game, admin has said he would never allow this to be affected.

also

Growing is so easy atm, anyone who starts the game can easily raid there way into the millions fast, hell i introduced a friend from work to the game a few months ago, and with minimal raiding hes already pasted the 20mill mark.

Im not denying that growth is easy in this game now, but its still off putting the gulf between big and small. And click fests of raiding isnt what this game was about, but maybe im just too old school (in game terms) to play this game and enjoy it anymore.

Really wish admin would introduce an old school sgw server much like the game around just before or after the introduction of MS'. Those times were better.

Re: Several Suggestions

Posted: Fri Oct 17, 2008 3:12 pm
by Lore
Seems my reply to this lastnight didnt make it :?

Anyway
1. Been asked for many times, and it is a good idea
2. Been asked for even more times, and is a good idea if properly implemented
3. see below
4. Is a good idea also if, and only if properly implemented with some decent safty guards. I would promote the same suggestion here as in ascended. Make the "line" that you can be killed to directly corolate to your account. I suggest that raid should be there, but also the ability to just kill them period, not take them. And that a "safe zone" be there that once someone is beat down that low there simply isnt enough left to mount an attack, the civilians are scattered to wide and the cities uninhabited.

Tie this "safe zone" to UP the higher the up the higher your "Safe Zone". Everyone says its will be abused by the big and will handicapp the small and weak, but how? As the last year of playing this game has shown, the small and the weak benifit from every war far more then the big do.

As for rule 3, I just want to counter the myth of the "big vs the small" and the "gap" theory. I'm not going to say the "gap" doesnt exist, as we all know it does, but I'm kind of looking at it more like Wolf explains his theory on purg. 80 to 90% of those "small" account actively choose to be small. Nothing burns me up more then seeing someone complaining about the advatages "big" accounts have only to find a market thread from that same person selling 10, 25, or 50 mill UU. Many, many, many people here have said and continue to say that raiding is easy and with minimul effort a new account can break 20 mill or more in size in a few months. The bigger you get the faster you grow. Your UP increases, even if your raiding does not, you can now afford to simply buy the uu off market for naq so your growth still increases. Its also a know fact that in war time, the smaller accounts have and maintain the advantage, if they choose not to use it then its their own fault.

@Chris,,,,, he already has mate, too bad its in german LOL

Re: Several Suggestions

Posted: Sat Oct 18, 2008 4:28 pm
by Wolf359
Bang on mate! I agree with what you say about people complaining and then seemingly going against it all by their subsequent actions. But, i still believe that the 'gap' between big and small is still too big - how that is reduced, I don;t know - it will be difficult until everyone stops thinking personally, and starts thinking game-wide!