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Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 3:29 pm
by ~phalax~
So a couple of ideas, No idea if they have been thought of or not...but here they are
1. AT Unit Production = basically the same as UU production,but for AT (of course)
2. Armory Reserves = So the idea of this is you have a weapons reserve (i thought for defense, but i guess it could work for attack as well), so the reserve is not detectable (or detected with spying, not fussed). it cannot be sabotaged, the idea is more for online fighting or quick defense.
Eg; You get online someone has smashed/or is smashing your defense, you bang the reserve armory button your back to full (or what ever you have invested into it), the attacker is caught by surprise.
Now the reserve would need limits like being equal to your current defense, or double weapons cost, etc....
(you could also have unit reserves same principal...quick reinforcements).
So are they good ideas or should i go hide. would they be doable.
Re: Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 3:32 pm
by Jim
AT production is ridiculous. You dont want to give even more power to the big war machines. At's are also a great way for beginners to get started.
the second idea takes half the skill out of online battles so i dont like that either.
You may as well create a button saying "mass" and a button saying "defend".
Re: Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 4:15 pm
by Sarevok
The first idea i doubt will every be implemented. Nobody really want the largest guys in the game, making 192 from personal production, and then lets say 1920 from planets every day (which is 4/turn from each planet for 4 planets). Imagine if the alliance pooled their Naq, and increased the planets to 10/turn, that's almost 5k AT production by 1 account every day. 30 alliance members, 150kAT/day generated
IMO, the second is a better idea. At the moment, attack has EVERY advantage over defense... It's stronger; can be used assertively (defense you wait for someone, attack you go get them); almost impossible to kill off; attack units are untouchable (unless again, you assertively go after someone); attack can damage a defense 3X larger then itself; attack planets are also similar in boosting, even if the defense has 10 defense planets, they ALL need to be 3x larger then the attackers, or their RAW attack is further boosted; you can mass the defenders MS, allowing yours to inflict full damage and adding further to your attack.
I myself suggested a method, whereby defense would in essence "auto-repair" but no one liked it, cause it meant people would need skill to break a defense, and resources, rather then just spare time
Re: Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 4:15 pm
by Lore
Jim, be easy mate, he looks new around here.
AT increase is generally looked down on for 2 or 3 main reasons.
1. AT are pretty near limitless now, with friends, alliances, market, ingameand BM and private brokers.2 More AT production also increases the use of multis to funnel these AT to a few select accounts or a single account. 3 For the most part, everyone agrees there are far TO MANY AT out there, so the idea prolly wont go well.
Second Idea, has been danced around before, in many forms and fashions. Maybe something will come from this try at it, but so far a "fair" and "unexploitable" set up has never been discovered.
Re: Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 7:37 pm
by ~phalax~
Sarevok wrote:cause it meant people would need skill to break a defense, and resources, rather then just spare time
My thoughts exactly and a nice surprise during a online war.
Defense seems to be secondary in this game
Lore wrote:Jim, be easy mate, he looks new around here.
Lol, just his feelings on the matter.
The way i see it the bigger alliance pull together and purchase the AT's anyway, They get their Naq to purchase those AT's from farming players,where as if there was a system in which you could increase your personal AT's then you
may find bigger alliances spending more time warring.
Maybe a lock out system of sorts. example no trading of AT's
So i wouldn't say it's ridiculous, just needs more thought
It's all about debating and trying something new
Re: Suggestions, Thoughts and ideas.
Posted: Sun Nov 29, 2009 7:42 pm
by CABAL
If first idea is implemented, it should only be for those who have recently created a new account (And stops after like 2 days or something).
If the 2nd idea is implemented, Nox *MUST* be exterminated. But I would imagine, the 'reserve weapons' being deployed would be based around your realm alert, (i.e. Manually, if no realm alert, While something like after 10% weapons destroyed for crit)
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 7:35 am
by Sarevok
Why should Nox be exterminated? Only way i would accept that, would be if attack needed to be at least 50%, if not 75% to do damage. Otherwise, all it does is remove the phase, and still defenses get massed, again, with no skill, as it is FAR more often then not done whilst people are NOT online
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 12:07 pm
by CABAL
Sarevok wrote:Why should Nox be exterminated? Only way i would accept that, would be if attack needed to be at least 50%, if not 75% to do damage. Otherwise, all it does is remove the phase, and still defenses get massed, again, with no skill, as it is FAR more often then not done whilst people are NOT online
Err. Massing someone whilst they are online is impossible already, why make online battles even less frequent?
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 12:16 pm
by minisaiyan
definate no to AT production for above reasons.
as for reserve defences, i like, but would need A LOT of work from both those suggesting it, and Jason, so i am afraid to say, it aint happening in the near future XD. Sarevok makes good points about why it should be implemented, but CABAL is right about lack of online battles to start with
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 4:31 pm
by Sarevok
CABAL wrote:Sarevok wrote:Why should Nox be exterminated? Only way i would accept that, would be if attack needed to be at least 50%, if not 75% to do damage. Otherwise, all it does is remove the phase, and still defenses get massed, again, with no skill, as it is FAR more often then not done whilst people are NOT online
Err. Massing someone whilst they are online is impossible already, why make online battles even less frequent?
No, it's not impossible. Its just people do not have the patience required to do it. It's about whom can gain/sustain the resources longest will win, which in reality, is generally what happens, especially if they are well fortified, and you need to starve/bore them out.
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 5:04 pm
by Lithium
reduce ppt to max 3 days
2 market for a long 3 days for those having a long weekend out or combined 1mt 2days and 1 mt for 1 day
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 6:51 pm
by CABAL
Sarevok wrote:CABAL wrote:Sarevok wrote:Why should Nox be exterminated? Only way i would accept that, would be if attack needed to be at least 50%, if not 75% to do damage. Otherwise, all it does is remove the phase, and still defenses get massed, again, with no skill, as it is FAR more often then not done whilst people are NOT online
Err. Massing someone whilst they are online is impossible already, why make online battles even less frequent?
No, it's not impossible. Its just people do not have the patience required to do it. It's about whom can gain/sustain the resources longest will win, which in reality, is generally what happens, especially if they are well fortified, and you need to starve/bore them out.
Err. How long do you think it will take to destroy a 100bil def (500k weapons) If they have nox and are actively defending, and have, say, 10tril in their bank?
Re: Suggestions, Thoughts and ideas.
Posted: Mon Nov 30, 2009 10:15 pm
by Sarevok
A long time, but might i just say
Long time != Impossible...
Re: Suggestions, Thoughts and ideas.
Posted: Thu Dec 03, 2009 2:27 am
by Lithium
maybe to set a limit for buying at's to max 20k/week with cash or not, it ll lower the market of at's so even small players can buy and also stop as much as it can the massing for fun.
Re: Suggestions, Thoughts and ideas.
Posted: Thu Dec 03, 2009 3:32 am
by Sarevok
20k is pretty high. And how would you police it? You would need to block 3 income trails, and 5 total production methods.
1) Buy with $$
2) Market
3) Direct send
4) Using MTs with naq for AT
5) Generating personal AT.
Unless you only limit it on buying NOT from MT version? Similar to the way buying duals is done.