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Tiering
Posted: Fri Sep 11, 2009 7:15 am
by Rn5ho
Might have been suggested before, i dunno, but suggesting it anyway

Soo... a way for smaller/weaker accounts to catch up

Tiering that is, i'm suggesting it for MS and UP only(or MS at least). How would it work? Prices would be tiered and would warry depending on highest accounts. My english is a bit weak here so not sure how to explain, but prices on lower end would be lowered depending on top UP/MS slots and would be tiered accordingly as you progress up. Something like this is for UP in chaos and (i think) Quantum, but now that SGW main is kind of unbalanced, this would IMO introduce a nice addition and way for more accounts to join the top ranks and make things more competitive again.
Opinions?
Re: Tiering
Posted: Fri Sep 11, 2009 8:00 am
by Sarevok
While it's a nice idea, it's flawed. I send say 150m UU to a friends account, reducing the cost of my MS upgrades (i mean actually accept the trade, not leave brokered) from being say for 200m, to only 50. I then upgrade my MS with Naq say stored at my friends account again, then receive my UU back.
Now, before you all go jumping down my neck saying "You loose 1% each time!", 1% of 150m x2 trades, is like 3m, about 1.8T. But if your putting say 20T into MS upgrades, it'll be FAR better, to do this, then leave the UU, and pay the higher amounts.
The general idea, in essence, is already in place, with slots being cheaper for fewer, and getting more expensive, and since massing is so easy, you don't need a massing MS, just while their offline.
I'm all for some sorta tiring system, but as it stands, it's probably to exploitable
Re: Tiering
Posted: Fri Sep 11, 2009 8:17 am
by Rn5ho
err, what's up with the UU sending around? dont think i even mentioned this as a condition, i only said cost per upgrade would go down as top account (account with most slows/highest UP) increases theirs, also there would be some set tiers for every xx slots/UP. But has nothing to do with army size.
Re: Tiering
Posted: Fri Sep 11, 2009 8:54 am
by MEZZANINE
Do you mean, the bigger the average or rank 1 size of MSs in game, the cheaper the slots become for below average MSs ?
This would allow smaller MSs to catch up to average size faster
BUT
It's a huge kick in the pants for those who have already invested vast amounts of time and resources into their MSs. Sad fact is all 'catch up' style upgrades harm good active players & older players in favor of the newer and less active ones.
MSs obviously need to be fixed but I would still favor the other options,
1) Multiple MS with a variety of MS missions
2) Alliance fleet
3) Reworking of the MS battle calc so that monster MSs and viable to mass by smaller ones
4) Addition of Power Plant and Engine slots required to power weapons & shields, power requirements increasing exponentially to use larger MSs at full capacity, possibly even fuel requirements limiting MS usage per day so one big MS cant do all the fighting for a whole alliance.
Re: Tiering
Posted: Fri Sep 11, 2009 3:54 pm
by Tekki
MEZZANINE wrote:
3) Reworking of the MS battle calc so that monster MSs and viable to mass by smaller ones
They
are viable to mass by a medium sized MS when the monster MS Commander is offline. I don't think anyone could suggest that it should be doable while the MS Commander is online and actively defending their MS.
It costs a medium sized MS about 2-3trillion to mass a 'monster' MS... and guess what, it costs a monster MS about 2-3trillion to rebuild.
The calculations are already fine in that manner
Re: Tiering
Posted: Fri Sep 11, 2009 10:17 pm
by Sarevok
I do like Idea 4 MEZZANINE
This would probably be the most relevant stat to apply such a calculation to as well. Whilst most other stats should have a similar gradient for number of items, MS should be more so, since, carrying shield generators and cannons aren't exactly light (whilst they are in space, you still need to accelerate/decelerate the craft with speed)
Re: Tiering
Posted: Sat Sep 12, 2009 12:00 am
by CABAL
Sarevok wrote:I do like Idea 4 MEZZANINE
This would probably be the most relevant stat to apply such a calculation to as well. Whilst most other stats should have a similar gradient for number of items, MS should be more so, since, carrying shield generators and cannons aren't exactly light (whilst they are in space, you still need to accelerate/decelerate the craft with speed)
I would imagine this more as a tech, than a stat which you will need to build like Shields or volleys.
Re: Tiering
Posted: Sat Sep 12, 2009 6:36 am
by Sarevok
Not really, just a linear or exponential curve, for cost of installing the weapon/shield (not the slots themselves, but actually having the item on the ship)
Re: Tiering
Posted: Thu Sep 24, 2009 5:36 am
by Zeratul
the way to prevent abuse on this, would be like it is done on chaos with the UPs there...
you cant buy 10k upgrades at once... with each single "click" you get 10 additional UP, and a max of 25 upgrades at once... (in other words, you have to buy up in chunks of 250)
it would take more time to upgrade up, but it would not be possible to abuse it the way it would be when it is possible to purchase it in bunches of 299 997 now...
it does not need to be 250 here, but if it is say upgrade of 2997 at a time (999 multiples) ability to abuse the system would be severely limited...
or perhaps have it on max 5000 per purchase...
yes, you would have to buy 100 upgrades to get to a raw up of 500k
part of this idea would be to change the multiplier system a bit to not have a base of 3... but thats a small change compared to the rest...
Re: Tiering
Posted: Sat Sep 26, 2009 4:44 am
by schuesseled
The problem with the Q. style cheaper for the rest is it really does poorly affect the people who buy it first, all catch up styles will harm the older players.
Competitively speaking, yes it will bring the lower players closer to the top players at far less cost than to those first players. It will also not change the cost to the players with the highest MS's, so if they want to upgrade further to keep their distance, they will have to pay extreeme amounts, and again make it cheaper and easier for everybody else.
Is it a good or a bad thing... well that kind of depends how you look at it. It will be good for 90% of active players. Allowing them to catch their MS's up to the "ridiclious" MS's that are out there. But something of this nature may well make some old and very large MS players wish to quit after they wasted all that naqudah just to be out-done by an update. Though this is common place in SGW, many updates have crushed the power of the few to increase the hopes and dreams of the many. It usually works out okay.
In Q. though I dont think it works very well, expecially with UP, as Q. is based on 3 months of hard work, building and saving for the final build, and if you do any of this work first you get your lead eaten away by other players for less cost or effort and usually taken over. While this can be precieved as "competitive" I think it also is stagnant, whereby everyone is waiting for someone else to shell out full price to build something so they can build it cheaper. I personally hate the Q. UP system, it was much better the way it was eons ago, just like it is in main. But would it work for MS's where their is no "growth" factor, having a huge UP, and making other peoples UP cheaper e.t.c e.t.c and all the cons that go with it, is bad as UP will be screwed, eventually everybody with enough naqudah will have 999,999 and people "quick ascending" only having to build "small" up's of 100k, will take hardly any naq or effort. Where as now, atleast it costs something.
MS's however are permanent and well ... only usefull so far, they dont affect growth, farming / raiding can be done without a MS, if you rely on MS boosting strike to farm you can rely on more Attack planets instead easy enough. Simply, MS's are the play things for the rich and powerful to mass with and destroy things, all these nasty habits, is enabling the poor and hopeless to access such luxury a bad thing? well in principle no.
Would it work out, comparatively to the update of "the planet" I would say yes, but it would be changing how things are done and well no one likes that.
But I think all in all a MS "cheaper for the slower" update would work out OK. So long as thats as far as the Q infulence spreads, I think introducing it into anything else would be a mistake. Theirs already enough "limits" on those who have had longer to play. This really does depend on how many people would want / think its a good idea to have a bigger MS than they do currently, and well, its probably going to be more than those who have the massive MS already.
Though one thing I have ignored is Admins favourite players the $ payers, well if they are spending less on their MS's, it does stand to reason, they may be spending more on USS's. So it may favour with Admin.
Re: Tiering
Posted: Sat Sep 26, 2009 5:47 am
by Sarevok
I don't think that having MS slots as you've described them a good idea. My only consideration to allow this to happen, would be to reimburse the players whom have already forked out the naq to pay for it. In a similar fashion to what was done on ascended.
Re: Tiering
Posted: Sat Sep 26, 2009 7:23 am
by Colton
It's not hard to catch up from 0 if you put in some effort.
*Leaves Thread*
Re: Tiering
Posted: Sat Sep 26, 2009 7:33 am
by Sarevok
lol
*wonders about Colton's MS vs the top10*

Re: Tiering
Posted: Sat Sep 26, 2009 7:43 am
by Colton
I didn't say I caught up yet
But I do enjoy the challenge

Re: Tiering
Posted: Mon Sep 28, 2009 1:33 pm
by Zeratul
the chaos style tiering favors noone... but it gives everyone a chance...
the amounts that give a just below the top up, is much cheaper, but in the long run, even those loose out... with that system in main, the only ones that would notice, are the smaller up players... but the system cannot be implemented without changing the amounts of UP buyable in one clicking...