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Quantum Era 19 Thoughts
Posted: Wed Jul 15, 2009 1:00 pm
by adminGary
Hello,
We are getting ready to start writing code for the 20th era of Quantum. We would like to know how you feel about this current era. We want to know if you guys would like Quantum 20 to return to the original theme of Quantum or if you'd prefer that it stay closer to Quantum 19?
Do you like the new combat, armory, techs and units that came with Quantum 19, or would you rather return to the older styles?
Re: Quantum Era 19 Thoughts
Posted: Wed Jul 15, 2009 1:34 pm
by bebita
it was nice but i preffer old fashion way when u don't lose weps on every attack and when sending more spy not meaning more weps down
but maybe u can come up with something new

i suggested a wave who will look like ascend server
maybe guys will like it

Re: Quantum Era 19 Thoughts
Posted: Wed Jul 15, 2009 3:03 pm
by S1eepy
I prefer the old battle system, Just atk vs def.. although the new one makes it harder to be a sniper.
I prefer the new covert system - just need to fix the sabbing.
The linked UP has been a bane. If that was removed, the game would progress faster. People would stop worrying about making it cheaper for their rivals. Especialy at the start. But it has been very successful at limiting the gap between top and medium accounts.
market could use a update, has been the same for a while.. no real ideas.. just something fresh be nice.
There has been a lot of call for inactive accounts removed. Best I heard was set all accounts to Vacation mode at start, so only active accounts are playing. Forcing people to fight each other.
Im not sure if this would be good, just an idea.
Just a few points
Re: Quantum Era 19 Thoughts
Posted: Thu Jul 16, 2009 3:54 am
by Juliette
bebita wrote:i suggested a wave who will look like ascend server
maybe guys will like it

I know I would.
AG: Part of the coolness of Q is the surprise at the extent of the variation regarding previous waves. Don't spill all the beans just yet.

Re: Quantum Era 19 Thoughts
Posted: Thu Jul 16, 2009 4:26 am
by Neimenljivi
Firstly I'd like to congradulate you on awsome era. It has been one of the best and I am playing Quantum almost since the begining, missed a few eras because I didn't like them. It's also the reason I've sold reasources for USS, donated 150$ for now and am looking forward to buying USS every week, if I get other trade party.
I do prefeer both new sabbing and battle system, however like S1eepy said - sabbing needs some fixes. Use the same formula as before, only change the "your covert action vs enemy covert action" into "your covert action vs enemy anticovert action".
Other than this, I can only quote S1eepy 
~Jack
Re: Quantum Era 19 Thoughts
Posted: Thu Jul 16, 2009 6:25 pm
by Feri
I think that if you are going to make both offense and defense battle in the same fight then the MS should have the ability to double both stats in any fight if there is enough power for it to.
Re: Quantum Era 19 Thoughts
Posted: Thu Jul 16, 2009 6:46 pm
by knight
Next era I'd like you to start everyone off with a full bank.

Re: Quantum Era 19 Thoughts
Posted: Thu Jul 16, 2009 7:38 pm
by High Empty
Suggestions for Q
Market
Increaing weekly bonuses to 3 a day
Being able to REMOVE a sheild, costing 1 bonus
THe effect would send a message to BOth partys IDs, informing them of the removal, the removal would take place 24 hours later.
Changing PPT to 24 hours, Stackable!, with market bonus, and with puchanced ppt.
5 Daily Freeze attack Duration turn proction ( only good till the next turn change aka max of 30mins) once per day max.
Additonal trading options depending on other updates
Sabbing
The addition of a unit group that allows the training of spies, this group would be untrain able, and massable
Another option
The addition of the SUPER spies, or full timers
Thes spies have 10x the amount of power, however can't be untrained.
Unit tpyes
3 time of miner units
Frist tpye would be the normal uu based
Second tpye would be a paritally trained uu
Thrid tpye would be a normal miner
The normal uu would give an attack and defence, and no or 100 naq generation
The paritally trained Uu would give 500 naq generation
The normal miner would give 1000 naq generation
Special note.
ANy unit that is untrained becomes a paritally trained uu
The training of units, takes normal uu frist, and then paritally trained uu.
What this should do, is increase the active farming of actives, as there incomes will be much higher than that of inactives.
Reducing the overall gap between players
The linkage and increasing of tech generation for all players, setting the limit at 10-25% top tech, Growth rate should be based on a 5 day grace period, and with a log growth graph.
New concepts
Addition of the Researcher and Breeder units.
These are special cause perma units, That automaticly provide 5000 naq per turn per unit, into UP and Tech Research.
Example of a researcher unit, would be suppling 5000 naq into the tech page, but since the value of techs go up with each one achived the rate of return reduces, so more researchers are needed. Same concept hold true for breeders and UP.
Cost 1000000 per unit to train them
Perma units
Require that the attack and defence of the traget be down to just that of it's UU, before they can be attacked. They are highly sought after, and can be caputed 1 part in 100.
Things that are good as is
Attack and defence system
including the no crit
Up Generation system good
however
Change the ratios so that 70% goes uu
Option A
30 % goes miners
Option B
5 % goes breeders
5 % goes researchers
20 % goes miners
Special Bonus Section
For all the people who just have tonnes of race changes
Aka those support
WEll it's really for all players
Race changes reinstanted until market closes.
Well thats as far as i've gotten today.
I'll think on what to do with your mothership
1 suggestion
is reduce the overall power
so that it's only addes 25% instead of doubling your attack. However this would work for both attack and defence equally.
Re: Quantum Era 19 Thoughts
Posted: Fri Jul 17, 2009 6:21 am
by [BoT] Jason
High Empty wrote:3 time of miner units
Frist tpye would be the normal uu based
Second tpye would be a paritally trained uu
Thrid tpye would be a normal miner
The normal uu would give an attack and defence, and no or 100 naq generation
The paritally trained Uu would give 500 naq generation
The normal miner would give 1000 naq generation
Special note.
ANy unit that is untrained becomes a paritally trained uu
The training of units, takes normal uu frist, and then paritally trained uu.
What this should do, is increase the active farming of actives, as there incomes will be much higher than that of inactives.
Reducing the overall gap between players
The linkage and increasing of tech generation for all players, setting the limit at 10-25% top tech, Growth rate should be based on a 5 day grace period, and with a log growth graph.
New concepts
Addition of the Researcher and Breeder units.
These are special cause perma units, That automaticly provide 5000 naq per turn per unit, into UP and Tech Research.
Example of a researcher unit, would be suppling 5000 naq into the tech page, but since the value of techs go up with each one achived the rate of return reduces, so more researchers are needed. Same concept hold true for breeders and UP.
Cost 1000000 per unit to train them
Perma units
Require that the attack and defence of the traget be down to just that of it's UU, before they can be attacked. They are highly sought after, and can be caputed 1 part in 100.
Things that are good as is
Attack and defence system
including the no crit
Up Generation system good
however
Change the ratios so that 70% goes uu
Option A
30 % goes miners
Option B
5 % goes breeders
5 % goes researchers
20 % goes miners
this plan is for ancient wars.....or chaos
I Say Bring old Q back. only keep the killing of AC untis in and fix the f**ked up ME system....
Re: Quantum Era 19 Thoughts
Posted: Fri Jul 17, 2009 3:12 pm
by Feri
Also change the sabbing losses on a failed sab back to 50%...
Re: Quantum Era 19 Thoughts
Posted: Fri Jul 17, 2009 10:46 pm
by [BoT] Jason

yas please do
i dont like sending 200k troops and failing and then only lossing 600 scanners.....
Re: Quantum Era 19 Thoughts
Posted: Sat Jul 18, 2009 2:01 am
by jabujabu
Feri wrote:Also change the sabbing losses on a failed sab back to 50%...
this also has to work for spying...or else i could just spy and know approximately how much i have to send to sab
yeah...fix up the ME...and change MS to only 25 percent extra for BOTH strike and defense...if it is 100 percent for both...it makes massing even easier with the system right now : )
Re: Quantum Era 19 Thoughts
Posted: Sat Jul 18, 2009 2:42 am
by HippyFool
I love not having any realm alert. makes Q alot more fun.
I love not having repair costs when you have 10x the strike to their defense.
I think that innactives should have a higher % of miners auto trained.
I am still not sure what i think about techs and UP being linked. I suppose they both have their benifits. The link makes it impossible for anyone to become 'untouchable' so it makes it easier for newer players or people who dont have a huge amount of time. On the other hand it means that the people who do put in a huge amount of time and effort can still be easily massed by someone who saves up turns and farms for a few hours.
Covert/sabbing needs to be fixed. Sabbing should not give such a rediculous amount of ME xp compared to everything else. ME calculations need to be made ALOT more even.
Sabbing losses need to be fixed. a failing sab SHOULD result in 50% losses instead of practically no losses like it is now.
Sabbing should be based on scanner POWER vs sensor POWER instead of being almost completely reliant on HOW MANY scanners are sent.
spying should be scanner vs scanner instead of scanner vs sensor. It does not make sense that the ability to see someones army/naq is reliant on scanners vs scanner but to actually spy them you then go against their sensor power. scanner vs sensor for sabbing is fine though.
New market would also be fun.
I will come up with some more to say later

Re: Quantum Era 19 Thoughts
Posted: Sat Jul 18, 2009 2:54 am
by bebita
High Empty wrote:Suggestions for Q
Market
Being able to REMOVE a sheild,
very good ideea
Re: Quantum Era 19 Thoughts
Posted: Sun Jul 19, 2009 12:32 pm
by Affirmation
HippyFool wrote:I love not having any realm alert. makes Q alot more fun.
I love not having repair costs when you have 10x the strike to their defense.
I think that innactives should have a higher % of miners auto trained.
I am still not sure what i think about techs and UP being linked. I suppose they both have their benifits. The link makes it impossible for anyone to become 'untouchable' so it makes it easier for newer players or people who dont have a huge amount of time. On the other hand it means that the people who do put in a huge amount of time and effort can still be easily massed by someone who saves up turns and farms for a few hours.
Covert/sabbing needs to be fixed. Sabbing should not give such a rediculous amount of ME xp compared to everything else. ME calculations need to be made ALOT more even.
Sabbing losses need to be fixed. a failing sab SHOULD result in 50% losses instead of practically no losses like it is now.
Sabbing should be based on scanner POWER vs sensor POWER instead of being almost completely reliant on HOW MANY scanners are sent.
spying should be scanner vs scanner instead of scanner vs sensor. It does not make sense that the ability to see someones army/naq is reliant on scanners vs scanner but to actually spy them you then go against their sensor power. scanner vs sensor for sabbing is fine though.
New market would also be fun.
I will come up with some more to say later

I would have to SECOND every one of Hippy's points, I think after reading through his comments sum up generally many of the common complaints and suggested fixes needed.
High Empty had some really interesting suggestions, but, like me, he should not post while intoxicated as I could almost comprehend some of the brilliance in some of his ideas, but could not get past some of the typos... HAHA But I do like some of his suggestions for the Market and new types of units.
I do not have any real original thoughts, because I am, well, just a putz...
But, if I had to say anything I would say that the game has become something that definitely rewards constant activity, does not penalize in-activity, BUT, somehow is still too generous with lazy and almost completely inactive players who just hang around, like ME!! I guess I am still in favor of seeing some sort of linking of Trainable Units and capabilities to build and get market bonuses somehow tied to an activity component. I believe if we make it where the active players can get larger by virtue of being "consistently" active, and not having their great leaps and bounds being so generous to the lazy players (again, like me) then the game will naturally work its way out with the moderate to highly active players as it should. I think it is still too easy for a player to hover around, barely play, but come in hard and fast and heavy the final week or few days and be competitive and make a difference. But, I am not smart enough nor in tune with the 90 day cycle enough to know exactly why this is so to be able to say what should be specifically changed to accomplish this.
Now, I also am not sure if what I am seeing is just a case where the total amount of active players are SO low, that it allows anyone to barely play and be ranked in the Top 100??? Maybe this is the case, IF SO, then that is a problem all to itself as we still have a Q server that is not drawing enough skill active players to make the rankings work out or mean anything. If so, somehow Q is still playing for the 25-50 elite players so it takes nothing to be a "Top 75-100" player and gain G&R. This waters down the whole idea of the Top 100 Quantum Legends ranking which would really be the "Top 50 Recently active Quantum Players" ranking, plus the other 50 who are either Inactive Legends who've not played for months, plus the moderately active players who play for just enough G&R for 4 or 5 Eras and bump into the Top 100. HAHA
I still believe that Offense and Defense, Covert and AC strength should be based upon a player's ability to grow 'over time' also based upon an achieved level of another component 'XXX' and also tied to a consistent 'level of activity' required to unlock certain bonus levels of achievement. This would harken back to High Empty's past ideas of an "Officer" unit where you have to have trained certain number of Officer units to be able to train XXX number of regular units, and these are affected by minimums able to be trained per 24 hour period but those minimums still tied to the players current stats. Therefore, a player can only achieve the top status through a consistent, active, balanced, strategy over time.
Then leave the purchasable items like Daily and Weekly Market bonuses the items that allow new or in-active players to "buy" their way back into competition or overcome recent inactivity. Have the market where it only allows certain options based upon your level of activity. I.E. if I have not logged in for the past 24 hours, certain bonuses that reward activity are not available for that day. If I have logged in then I only have certain bonuses available to 'augment' my growth, but not the ones that would let me catch Top players. Even have the $$$ supporter packages reflect this theory by having them broken into packages suited for an active player looking to "boost" things, or an inactive, newer player looking to gain back a competitive edge.
Overly wordy SUMMARY:
1. All of Hippy's Ideas for suggestions or repairs.
2. Strength based upon 'time' based components.
3. Growth reliant upon 'minimum levels achieved' based components.
4. Markets and Upgrades reflect an Active or Non-active players needs.Wow, didn't realize I had all that in my brain...
