Major Revamp of the Game (Please Read)
Posted: Mon Oct 20, 2008 4:35 pm
Sorry, I'm going to touch on many "common suggestions" so bare with me, these things need to be voted on and brought to Jason's attention if people agree:
A new attack to kill miners/attack units/AC units:
- attack has to be at least five times a person’s defence to use this attack (this is to ensure some noob can’t take out a bunch of someone’s miners without either massing them first, or having a truly massive attack )
- destroys 5% of the person’s total miners per day (with people going on ppt, this would mean about 15% of a person’s miners vulnerable a week, not too much to cry over, but enough to damage people over time, especially in tandem with limited ATs)
- an amount of attack units and AC units would be killable in the same attack (they tried to defend the miners but were caught in the crossfire) – amount killed?: either 5% of the total miners, or 10% of attack units/AC units, whichever is higher (to ensure accounts that get rid of all miners, still have something to lose, and can’t become attack specialists)
- attack would use up a lot more turns than the standard 15 turn attack (say 250?)
- Overall intended effects – encourage people to maintain defences and enable much more damage to be done to people in wars – truly set people back
- Maybe have a higher percentage destroyable if at war with the person – up the stakes so to speak
Increase power of sabotage:
- increase the amount of weps that can be sabotaged per hit. Atm it just isn’t worth losing the spies compared to the economic loss of wep naq that sabbing gives.
- Especially increase the percentage of weps destroyable when there is no defence (ie: attack weps more vulnerable)
- Overall intended effects – again, encourage people to maintain defences during wars, and adding another dimension to the game
Get rid of the last MS update:
- increasing the percentage of shields (etc) on MS was a mistake – seriously, we have 1tril MSs floating around out there, which can majorly deflect defence or attack losses
- maybe even reduce the overall powers of MS (by a percentage rate to make it fairer for all)
- Overall intended effects – wars have become about MS, they should be about def, strike, etc. In tandem with the other updates, this would mean the MS took its role as a supplementary to other attacks, not as a replacement, which is what it has become
Limit ATs:
- get rid of artificially created ATs, and reduce the amount given per turn to 3 - slow the game down, speed isn't everything, ask your girlfriend
- overall intended effects - bring back strategy into the game. Make it necessary to plan strikes and counterstrikes, not simply one-man missions.
Intended outcomes:
- Less random massings as people now have things to lose – massers will need to maintain a defence or be wiped out much more effectively than currently
- Increase in likelihood that alliances will pull out of wars earlier – can really hurt people more, and make it much more obvious who is winning
- Puts back more strategy into the game – have to balance different aspects of your account and slows the game down so its not all just about who is online most
Problems I foresee:
- people creating more multis to get ATs – problem for admin mark to step up on
- people creating accounts purely for massing with no miners (however, this would hopefully be limited by vulnerability of attack units, and weps to sabotage)
- harder for people to catch up with the big boys – but hopefully the big boys won’t get too far in front if they’re active in wars
Please, when considering these updates, think about the good of the game and what you'd like to play - not what it will set you back in the short term (especially those who will lose out with making MS weaker)
Comment away
EDIT: Lots of No votes. Anyone want to say why they disagree?
A new attack to kill miners/attack units/AC units:
- attack has to be at least five times a person’s defence to use this attack (this is to ensure some noob can’t take out a bunch of someone’s miners without either massing them first, or having a truly massive attack )
- destroys 5% of the person’s total miners per day (with people going on ppt, this would mean about 15% of a person’s miners vulnerable a week, not too much to cry over, but enough to damage people over time, especially in tandem with limited ATs)
- an amount of attack units and AC units would be killable in the same attack (they tried to defend the miners but were caught in the crossfire) – amount killed?: either 5% of the total miners, or 10% of attack units/AC units, whichever is higher (to ensure accounts that get rid of all miners, still have something to lose, and can’t become attack specialists)
- attack would use up a lot more turns than the standard 15 turn attack (say 250?)
- Overall intended effects – encourage people to maintain defences and enable much more damage to be done to people in wars – truly set people back
- Maybe have a higher percentage destroyable if at war with the person – up the stakes so to speak
Increase power of sabotage:
- increase the amount of weps that can be sabotaged per hit. Atm it just isn’t worth losing the spies compared to the economic loss of wep naq that sabbing gives.
- Especially increase the percentage of weps destroyable when there is no defence (ie: attack weps more vulnerable)
- Overall intended effects – again, encourage people to maintain defences during wars, and adding another dimension to the game
Get rid of the last MS update:
- increasing the percentage of shields (etc) on MS was a mistake – seriously, we have 1tril MSs floating around out there, which can majorly deflect defence or attack losses
- maybe even reduce the overall powers of MS (by a percentage rate to make it fairer for all)
- Overall intended effects – wars have become about MS, they should be about def, strike, etc. In tandem with the other updates, this would mean the MS took its role as a supplementary to other attacks, not as a replacement, which is what it has become
Limit ATs:
- get rid of artificially created ATs, and reduce the amount given per turn to 3 - slow the game down, speed isn't everything, ask your girlfriend
- overall intended effects - bring back strategy into the game. Make it necessary to plan strikes and counterstrikes, not simply one-man missions.
Intended outcomes:
- Less random massings as people now have things to lose – massers will need to maintain a defence or be wiped out much more effectively than currently
- Increase in likelihood that alliances will pull out of wars earlier – can really hurt people more, and make it much more obvious who is winning
- Puts back more strategy into the game – have to balance different aspects of your account and slows the game down so its not all just about who is online most
Problems I foresee:
- people creating more multis to get ATs – problem for admin mark to step up on
- people creating accounts purely for massing with no miners (however, this would hopefully be limited by vulnerability of attack units, and weps to sabotage)
- harder for people to catch up with the big boys – but hopefully the big boys won’t get too far in front if they’re active in wars
Please, when considering these updates, think about the good of the game and what you'd like to play - not what it will set you back in the short term (especially those who will lose out with making MS weaker)
Comment away

EDIT: Lots of No votes. Anyone want to say why they disagree?