end era 19-congrats! start era 20....whats coming up
Posted: Sat Aug 15, 2009 10:35 am
hello
well played era 19 - worldships. It was a very different era, how fighting worked, etc. balanced stats cov/anticov/att/def/ms -- or a lot closer at least (ms/cov*2/anticov all divided by 5 should do it...). to do well in a new setup requires quick thinking, and a good strategy. so well done to those that accomplished that!
the stats actually worked for end of era, which i like there was enough change in the structure i was worried about a div/zero error
although i should be able to record 'race' better....will work on that for 20.
now -on 20.....
we have done 3 things in 19, all of which are hard to 'back out of'
1) changed attack/covert structure as far as how it all works...
2) simplified the game/screens by removing things like alert levels, mercs, etc
3) moved into spaceships
I am going to finish reading all comments, but Gary was good enough (before the little demon left for 2 weeks holidays!!) to give me an overview of comments to date....so ... teh plan (subject to change..post here if you agree/object) is:
1) keep attack structure as it is now. adjust some values like 'sab' fail rate, etc. but the concepts remain the same. ie -spies vs. antispy ; attack/defense vs. attack/defence; buy weapons arms you; etc. if anything, i will simpify the weapons part. maybe they come with a crew/user so do nto need population.
2) keep it simple. moreso if i find a way
3) move it to actual stargates. now that we are using 'gatewar' instead of 'stargate' war...i figure its time
so - basicly take this era, bring it back to stargate centric multiverse, fine tune and simplify where possible; let it go.
the feedback, as i understood it, was that the idea of defendind an attack is good; the damage to realm is good; the 'random death' of units not good; the growth of farms good; the autogrowth of defence/up/etc good; the decreased tech/UP to 'catchup' based on closeness to top value is good (except for those at top who say not good); covert setup ok if cost of doing it increased; add what i forgot here...
the one thing i have realized i need to do, if we want to keep getting new (non sgw main even) players, is to make it easy to grasp right off the bat...so increased 'help' or somehting, and a simple to understand setup....i will work on this too ...
so - needlss to say, i have a busy couple days to finish what i have started as far as next era...i will get right to it! be sure to post here with cmoments, as i will incorporate them as it makes sense while coding....and apologies in advance if i take an extra day on this --i am also travelling one of the 2 days, back from folks house to mine which will eat up some time...(and yes i know i could/should have done all this earlier )
jason.
well played era 19 - worldships. It was a very different era, how fighting worked, etc. balanced stats cov/anticov/att/def/ms -- or a lot closer at least (ms/cov*2/anticov all divided by 5 should do it...). to do well in a new setup requires quick thinking, and a good strategy. so well done to those that accomplished that!
the stats actually worked for end of era, which i like there was enough change in the structure i was worried about a div/zero error
although i should be able to record 'race' better....will work on that for 20.
now -on 20.....
we have done 3 things in 19, all of which are hard to 'back out of'
1) changed attack/covert structure as far as how it all works...
2) simplified the game/screens by removing things like alert levels, mercs, etc
3) moved into spaceships
I am going to finish reading all comments, but Gary was good enough (before the little demon left for 2 weeks holidays!!) to give me an overview of comments to date....so ... teh plan (subject to change..post here if you agree/object) is:
1) keep attack structure as it is now. adjust some values like 'sab' fail rate, etc. but the concepts remain the same. ie -spies vs. antispy ; attack/defense vs. attack/defence; buy weapons arms you; etc. if anything, i will simpify the weapons part. maybe they come with a crew/user so do nto need population.
2) keep it simple. moreso if i find a way
3) move it to actual stargates. now that we are using 'gatewar' instead of 'stargate' war...i figure its time
so - basicly take this era, bring it back to stargate centric multiverse, fine tune and simplify where possible; let it go.
the feedback, as i understood it, was that the idea of defendind an attack is good; the damage to realm is good; the 'random death' of units not good; the growth of farms good; the autogrowth of defence/up/etc good; the decreased tech/UP to 'catchup' based on closeness to top value is good (except for those at top who say not good); covert setup ok if cost of doing it increased; add what i forgot here...
the one thing i have realized i need to do, if we want to keep getting new (non sgw main even) players, is to make it easy to grasp right off the bat...so increased 'help' or somehting, and a simple to understand setup....i will work on this too ...
so - needlss to say, i have a busy couple days to finish what i have started as far as next era...i will get right to it! be sure to post here with cmoments, as i will incorporate them as it makes sense while coding....and apologies in advance if i take an extra day on this --i am also travelling one of the 2 days, back from folks house to mine which will eat up some time...(and yes i know i could/should have done all this earlier )
jason.